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Messages - DoctorMO

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General Discussion / Re: Do you accept Free Art Licensed art?
« on: December 12, 2007, 04:22:55 am »
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I swear some people really need to find a better hobby than PS-bashing

True, although as much as I find planeshift to be disappointing to play, I find it much more encouraging that your community has managed to get as far as it has.

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I can see DigiEvolve's side.  He wants to make art that anybody can use.  That doesn't fly here, so he was polite about it and went his own way.  The PS team didn't do him an injustice.  They just don't accept that type of art.  I don't blame them:  Games should be unique.  Aside from which, there is plenty of free art on the web for people who just want placeholders or generic stuff to try their hand at making a game with.  Then when they get to the point where they know what their doing, they can get better art.  There's no reason they have to use PS's art.

I'm not yet sold on the idea that a creative person would be unable or unwilling to use existing models, textures or sounds as tools, templates and starting points for creating new works which better fit the feeling of their own projects. I admit the art world doesn't have the same kind of well thought out license as the software world does, so perhaps there is a need for a game art license which prohibits use in the same style, genre; The idea that nothing can be shared and everyone is an enemy to the project does make me wonder what you think someone would do with your artworks that is so reprehensible. The lack of sharing says that the project lacks a degree of trust with it's users and the developer community as a whole; The idea that is takes the works from the original artists, gratis and without even the right to use their own artworks in other things is strong armed commissioning, this leaves a very bad taste in my mouth and it alarms me greatly that the community is able to allow (yet stand to be on the same webpage it is mentioned) such a way of organising copyrights of artists.

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I'm both a programmer (mostly Linux) and an artist.  Art and code are not the same thing.  Similar in ways (both art forms, for example), but different.  Few artists would use another artist's work like programmers do, other than as some kind of extreme alteration to make an effect (turning the Mona Lisa into a cyborg, for example), and then only with permission if the artist is alive (unless it's an attack on the artist).  But I could never bring myself to say, use a Klyros in my own game.  I could do it as a place-holder, sure.  I did that with Pokemon sprites before too.  And scribbled smily faces.  But never for the finished product, nor even something intended to be seen by more than twelve people or so.

The style of an artwork is obviously important, but i think perhaps art ort to be thought of more like code, we will never stand for anyone claiming to have written a bit of code when they haven't; nor should we stand for it in the art world. I think perhaps a lot of people consider the use of art as using the entirity of an element without change, I don't believe any game or creative result would be at all noteworthy if the elements remained exactly the same. But at the moment we have no choice on the matter since even a radical derivative isn't permitted.

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last time I checked, we don't live in a communist society

Oh you had to bring that up didn't you, Lovely society that all those capitalists have built. managed to completely miss the point of society and have run it into the ground with neglect. pity about the education for sharing and being co-operative instead of diversive. The idea that everyone isn't out to get you and that you don't have to think of a million ways to screw your friends over must be so novel. When your done with your selfish society experiment your welcome to join the real world.

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General Discussion / Re: Do you accept Free Art Licensed art?
« on: December 09, 2007, 09:52:12 am »
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You're rude, y'know. Remember that this is a fun project for the PlaneShift Team, not a job. They don't need to give this entertainment to the world.

Yes your right, i was rude and I'm sorry; it most certainly wasn't the most constructive message. I was just so livid at the injustice to a) the original artists b) the community and c) society.

I know there is an argument about have games created with the same look and feel but to be honest we need crappy games, we need them because they will be forgoten, not used and generally a learning exercise for those involved; but you know sometimes the project flourishes and you get something really good.

Every game project in the free software community which guards and hides it's content (especially models, textures, sounds and art) undermines and lessens the value in the ecosystem; We could all act as though we can move mountains single handedly and deny the fact that we need other people to live and be productive, but i don't believe this to be the most productive line of thought.

I don't think planeshift would ever even notice the difference if it used a free license, if someone else does something with the content so what? what have they taken from the project? nothing, if what they make is interesting then people will look at it, if it's worthless then it will be forgotten. what is important is that they were able to attempt to improve the value in the content without stealing anything from the original project.

I know programmers have had loner to digest these new ideas and i know artists are still stuck in the old world with acceptable but disruptive licenses that prevent people from sharing and creating and the project from befitting from those creations.

P.S. I dig up old threads because I believe that a community should not be left to become an echo chamber of yes sheeple, all communities need nay sayers (the more coherent and less trollish the better imho) please do counter my arguments, I am very interested in discussing all these licensing issues.

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Wish list / Re: Material and Object concepts
« on: October 26, 2007, 08:23:35 pm »
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hate to say it. but any kind of decent job irl is going to require it. and any freelance work is going to require even more of it.

I hate to be the embodiment of the exception, but I have the first and do the second with bloody common sense. Although perhaps my heart just isn't in it since I could write at least an A4 page of none [word removed] normally. It's just the more I read about the project the more angry I get, the more I just wish you didn't exist because nothing is better than license.txt

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General Discussion / Re: Do you accept Free Art Licensed art?
« on: October 26, 2007, 08:19:21 pm »
Bleh, it's the most selfish and daft licence terms; almost like going "I understand Open source but wtf is this Free Software stuff?"; Being an artist and a programmer I have to slap down the planeshift community as just not "getting" open source, free as in speech and the whole base line concepts. Instead of understanding how all creations can be reused in many different and unique ways you've decided to keep everything hidden.

How nice for you, no wonder it's taken you 7 years to get no where and I'll never really contribute art or code because I find your reasoning to be corrupt and just plain daft.

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Wish list / Re: Material and Object concepts
« on: October 24, 2007, 02:01:30 am »
OK thanks for the explainations.

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5 letter pages, 10 point times new roman. 1.5 inch left and right margin, 1 inch top and bottom margin.
basically write it up as you would if you said the say thing to your boss/prof

I see, I made sure when I was younger never to put myself in a position where such a thing would be required; not because of an inability but because I find the whole process to be rather dull and pointless in the modern age. I could write a lib to do it but I'm happy just knowing that I've given you the chance to read the ideas and ask any questions and thus propose a solution to a problem you will have before you get to that point.

Oh and idic I would gather is impossible even in the real world; finite diversity would limit the idea since things must be defined; although having a class might give you the graphics boost you need.

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Wish list / Re: Material and Object concepts
« on: October 23, 2007, 06:44:13 pm »
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ok...
for the first wish, write it up. include sample database and coding structures. you have 5 pages. note: given the currrent _alpha_ state and reccommendations may not be implemented sooin.

You know including some encouragement or personal opinion can be beneficial at times.

Now when you say 5 pages are you talking thread pages? or is there some other thing I'm not aware of?

object definition table:
....
container, boolean

object container definition table:
object_id, (how ever joined to object table)
size_limit, int
weight_limit, int
... Other limits possible (temperature)
suitability, small int (0, normal bag; 1, grains; 2, liquids; 3, gasses)
resealable, boolean

And then...

table material type:
material_type_id, unsigned int, auto increment
name, char
description, char
... Other definition properties

table material groups:
group_id, unsigned int, auto increment
container_id, unsigned int (where is this material group)

table material:
material_type, unsigned int (what is it)
group_id, unsigned int  (where is it)
amount, unsigned int (how much of this amount)
.... Other material properties.

P.S. I won't be contributing because of the walking bug which really infuriates me when playing, animations + walking speed god damn it.

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Wish list / Material and Object concepts
« on: October 23, 2007, 11:32:34 am »
Hello everyone,

What I find most difficult to understand is why so many MMOs don't even take the example the english language provides in how to organise and conceptualise objects and materials for instance:

I was playing the new tutorial (good tutorial btw) and the Miner gave me 'a molten iron' I suspect this is because the game engine can only deal with solid objects in specifics when the language wants to deal with a mass noun (a material) and should read 'some molten iron'; but to make this distinction the engine must understand the difference between an object and a material for instance:

Objects are solid, pure or combinations which can always be handled and stored without aid and are counted as a basic number of how ever many you have.
Materials are not solid, they are either liquid (water), gases (hydrogen) or granular (sand), they almost always require some kind of suitable container which in turn is an object it's self and are measured in quantity or weight specifically grams / litres / etc and can often be mixed to produce either none reactive mixtures or reactive secondary materials or objects depending.

My wish is for Planeshift to incorporate a more logical objects and materials model in which the system knows the difference between an object and a material and also knows when an object can contain a material so that the tutorial in the future will go: "you were given [0.5kg] of [molten iron] in a [crucible]"

And then as a secondary wish I want to be able to combine the use of container objects with furniture objects and mixtures to provide a stable platform for all sorts of reactions and unexpected experimentation by users for different skills to be born out of the users experence as much as their characters.

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Wish list / Variable Rule based animated models
« on: November 13, 2006, 04:42:39 am »
Animated 3D models that are not animated on pre-set, pre-designed animations but see the game generate the dynamics of the animated movement through a combination of environmental and action based 'rules'; the accumulation of animations on the same object/avitar.

Examples:
avatar jumps, pre jump rules applied (key-pressed) post jump rules applied (key-release) (separation)
rules unable to animate walk movement when hitting objects such as walls (environmental rules)
climb animation rules can use hight of object to change animation metrics (environmental variables)
cat avatar waggles tail, walk action added, tail movement not interrupted (accumulation)
walk or run speed reduced by spell, animation reflects change. (status variables)

As you can see you need to be able to move the animated 3D objects from the stored file into the generated realm and that might be quite hard to do. you would need to not only specify a model but instead of pre-set animations you would have a set of dynamics which encode for the models change in position.

Although it does strike me as unique in RPG terms. :sorcerer: It would cerainly add complexity but would create a better sense of reality lacking in most walk about games.

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I refute those that say it's not important, while it's not a part of the game play it hurts to realism of the world and makes it very hard for the mind to believe what it's seeing.

The movement systems you describe sound very limited, I thought some creatures could move faster/slower?

You should have 4 or more categories of animation, creep, swim, walk, run wach one atuned to the speed that creature at that category of movement.

ultimatly it's for the programmers to sort out and I'm sure they will. I just wish they'd do it forst.

 :beta:

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General Discussion / character movement animations vs speed of movement
« on: October 01, 2006, 01:14:04 am »
I've been watching the development of plane shift for some time and one thing that has always bugged me is that the walking/running animations do not match the speed the characters move so you get a sort of slide effect.

Now this is not new to games, back when I made games for the Atari with 2D graphics it was well known how to get charicters to walk a long a solid line so the feet touching the ground didn't apear to move.

Is there anyone working on fixing this problem? it's either going to be a fix in the movement speed or a fix in the animations. either way I can't really play plane shift until it's fixed since it's just too anoying to slide everwhere. and I havn't worked out how to run yet.

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Wish list / Binary difference downloads
« on: July 20, 2006, 03:34:20 pm »
For each upgrade to planeshift before it's final release there should be a binary diff made available to all those that still have the previous versions install, this would come with some MD5 hash checking to ensure everything goes well.

Unless perhaps the installed version should have updates a bit like WOW?

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Wish list /
« on: April 30, 2003, 05:57:01 pm »
Realisticly, you have

Stamina - The amount by which you can exsert your self, like jumping, running, carrying large heavy things.

Energy or Fatigue - The willingness of your charictor to do things, walk, use stamina, talk ect. this is like long term stamina.

Don\'t forget, most real people do things because there body tells them to, have compleat control of your charictor is unrealistic to begin with (not that it\'s not easy to program for) but it gets round the problems like running into walls, people don\'t run into walls, because it would hurt. and there body realy says it\'s not a good idea.

When your tired, you should get warnings, then you should go to sleep if it becomes extream, with the option of posible spells or drinks to keep you awake (but take away acrasy interlect and a few other stats)

the effectivness of such a system is hard to imagen, if say you only exist when your loged on, then that solves any problems relating to going to sleep while loged off, and/or getting killed, you can be safe in the knolege that you will reapear in the same place, perhaps you should drop things that don\'t belong to you when you diapear, I don\'t know. obvously this would allow you to get out of battles and such.

regaining long term energy should be quick, scince time is warped in all games to allow for the game to be interesting, perhaps 5 or 10min in a nice warm bed should do it. and it would take hours to go down (in real time). short term stamina should be managed as a proccess of energy / exertion, if you run you use energy and exsert yourself and the stamana should say how long you could keep that kind of exertion going before requiring a pause or a sit down.

Food, although food is always an interesting idea, it\'s never been implermented in a nice way, the Sims did it ok, but then they had access to a fridge ;-). perhaps eating could improve your life bar, or better still have it as speed loss/ energy gain variable, the more you eat the more you need to exert in order to move, but the more energy you \'ve got, if you don\'t eat you should just lose your energy more quikly but NOT die.

Some food for thought anyway.

-- DoctorMO -- :D

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