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Messages - Getoran

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1
General Discussion / Re: PS SkunkWorks Project 01
« on: December 01, 2010, 12:52:38 am »
1) yeah probably but same could go for irc if you leave a message in query
3) same goes for irc
4) only if you have a bad/misconfigurated client and anyway www.pastebin.com, just to list one.
7) i find this as a strongly negative point in mailing list, it makes them quite messy and obliges to go roundtrip in a mailing list archive

logging irc like how ubuntu channels do would fix the question and search issue

I guess we have to agree that we disagree on that topic. I'm not here to tell you how you should run your project, that's not my place. I can also see that it is of course easier if newcomers have to find their way instead of changing the routine of a whole team. I just wanted to add my 2 cents and show you which problems other people might have - after all this thread was created to propose possible improvements, wasn't it?


2
Complaint Department / Re: PS SkunkWorks Project 01 - derailed part
« on: December 01, 2010, 12:43:53 am »
It is quite easy to get the impression that you are just underpaid (by that I mean not at all :p ) labor rather than a contributor.

These are the words I was looking for. The document reads as if people are treated as laborers instead of contributers. I think that's not acceptable for an open-source project.

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Eliseth does seem to be pretty open though, so you might just want to stick with the skunkworks if you'd like to attempt helping.

No, for the moment I will hold back. I would like to read for myself how the daily routine is handled. If they ever open up to the public, I will reconsider. I woud prefer working on some graphics as I wanted to get into blender for a long time. My daily job is C++ development and I'm not sure if I want the same coporate style routine in my spare time. Let's see how the skunk project works out.

3
Complaint Department / Re: PS SkunkWorks Project 01 - derailed part
« on: December 01, 2010, 12:13:09 am »
Wow, poor thing... you must be really new to this whole debate if you are shocked and aren't aware that telling the team when they are shooting themselves in the foot is currently considered bashing. Not to mention this kind of stuff has happened enough to where you can't frame dealing with this game (as anything other than a player) as short of being a battle/disaster zone...

Well, I'm used to lots of hot and aggressive debates on open-source mailing list. You can pick pretty much any open-source project i.e. the Linux kernel. From outside this often looks like people absolutely hate each other, but in the end they can still work together because everyone can say what he has to say.

What me kind of shocked was the company-style the project is run. That is something you usually don't see on projects where people donate their spare time to work for free. Of course you have hierarchies and in the end the project/department leader decides how things are done. But at least your a free to speak your mind, even if the decissions is against your proposal in the end. I've never seen someone getting fired from an opensource project. Usually they either leave on their own, because they can no longer work with the other guys or they lack the time to do their work and someone else takes over.


4
General Discussion / Re: PS SkunkWorks Project 01
« on: November 30, 2010, 11:09:24 pm »
really, what's the mailing list somewhere else is IRC in our case.
mailing lists are usually rather slow and it's really annoying to give meaningful feedback on those.
hence we usually go for IRC where you can give advices live also getting back whether the other side understood what your issues were, etc.

I see your point and I also agree that IRC has _some_ advantages. However in my personal opinion mailing lists have many more advantages:

  • You can answer whenever you have time. Even at work noone minds if you write an e-mail.
  • IRC is only a live discussion if you are more or less in the same time zone (online at the same time).
  • You can easily post nicely formated code snippets on a mailing list.
  • IRC will kick you when posting longer code snippets for flooding.
  • Mails allow you to quote single statements and answer to one specific part of a question.
  • Multiple discussions at the same time can be followed more easily on a mailing list.
  • Mailing lists allow multiple branches of the same discussion. This helps to analyze different aspects of a problem.

And the most important:
Mailing lists usually have a search function, so already answered questions can be retrieved by newcomers.

Additionally, having a mailing list does not mean you have to abandon IRC. A mailing list is just a nice way to ensure, that absolutely every developer receives a message. They don't need to regulary check a forum or some IRC logs, they just check their e-mails, which most people do anyway on a regular basis.

Just my two cents.

5
Complaint Department / Re: PS SkunkWorks Project 01 - derailed part
« on: November 30, 2010, 10:03:37 pm »
Wow, I read the link you posted and I don't really know what to say. I'm kind of shocked. As I don't know the people involved in this conflict, neither their history, I won't judge anybody here. I only want to say one thing:

This document does huge damage to the Planeshift recruitement. The internet does not forget and everyone who reads that log will think twice about applying for the team. It would be in the best interest of Planeshift to completely open up their development process. As it seems from reading the document, there already is a developer mailing list, but it is closed to the public like the rest of the development process. I think the only way to undo the damage of this document is to open the mailing list to the public and publish all future developer meetings. Otherwise this document will stand on its own for years. It would be in the best interest of PS to prove that this incident was a one time occurance.


6
Fan Art / Re: Texturing 3d models in 3dsmax
« on: November 30, 2010, 01:35:25 pm »
I wonder where you guys get the money from to buy a 3DS Max license. It seems this program is insane expensive. Are you using student licenses or did you just pirate it? I looked into 3DS Max and I like it a lot, but it felt kind of wrong creating PlaneShift models with a pirated copy. Do they even accept such submissions? What is the official policy here?

For Blender, we have at least a guide. It contains bananas...

Simple Modeling School

Blender has excellent tutorials on their web page, though Blender is kind of a hard to use if you are used to 3ds.
http://www.blender.org/education-help/tutorials/

BlenderNation as well:
http://www.blendernation.com/category/education/tutorials/

7
General Discussion / Re: PS SkunkWorks Project 01
« on: November 30, 2010, 12:21:27 am »
you can leave messages on irc with memoserv (and both of us me and rlydontknow have bouncers which will store queries which is even better)

You always talk about rlydontknow and yourself, whereas I'm talking about the whole team. Or are you both the only ones left? Suppose I have a question about how many vertices/triangles are allowed for a spell effect (i.e. something like the arrow). I guess that falls into the graphics department whereas other questions about effects might fall into the engine department.

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Usually if projects work efficiently through irc the mailing list are usually deserted or dead vice versa if they don't have irc the mailing list work well.
Personally i'm not really inclined to start the n+1 resource about ps we have already a lot...

I see your point. Just wanted to add my story, to show you guys with what problems newcomers have to struggle when they want to participate in development. It's not that easy to catch the right person if you don't really know who is responsible for what and how you can contact that guy.


8
General Discussion / Re: PS SkunkWorks Project 01
« on: November 29, 2010, 05:35:53 pm »
tbh: mailing list is usually more overhead and getting a response is a lot slower ;)

But people can read it whenever they have time. And if you have a good mail client it is actually much more comfortable then reading the forum or IRC.

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at least during UTC daytime there's almost always someone around on IRC (either weltall or me) for engine questions and even if you have issues, you can still leave a PM here on the forum or write an email if you want to ;)

Ok, so the engine developers are available for questions via IRC. But what about my simple question about adding images to the wiki? Where are/were all the other guys? Someone must have created that wiki in the first place.

You see what I mean? It seems there is no central place where all PS developers come together. You can reach some of them on the forums, some of them via IRC and some of them you have to send a PM.


9
General Discussion / Re: PS SkunkWorks Project 01
« on: November 29, 2010, 04:14:03 pm »
A good place to contact devs ist #planeshift-build.  :)

But you can only get in contact with those developers which are online at the same time.

I still would strongly suggest a mailing list to improve communication. Writing a short answer to a problem on a mailing list is also possible at work. Browsing the planeshift forums while at work doesn't look too good. I think that this is also one of the reasons why many developers do not read forums (at least on other projects, as I said weltall is an exception).

10
General Discussion / Re: PS SkunkWorks Project 01
« on: November 29, 2010, 03:56:14 pm »
The whole development process does not feel very welcoming to casual contributors. On most open source projects you have a development mailing list where you can send patches to. Then they decide if they want to include that patch or not. Usually they do include it but tell you to change some things first, so it better fits their overall design. I think that is the better approach to hook up new developers as someone who has already spend hours developing a patch is more likely to make a few changes to get it accepted. Once one of your patches is accepted you already have some knowledge about the system and are more likely to develop another one.

actually that's what the bugtracker is for (and crystal space uses the same development process. they are actually more strict you must always make a ticket to submit a patch even if the committer is talking with you, then it's commited it and the ticket closed if the patch is appropriate) make a bug with the patch and see if it gets approved obviously it can happen we don't accept it like in any opensource project so doing a patch without asking first is a risk for who does it.

The whole problem is less about the bug tracker but the communication process in itself. It does not matter if you finally have to create a bug report to get the patch into the game, but there is no real place to discuss your changes and send your first trys to. The forums are nice but most of the time developers do not participate in the forum threads - you weltall are an exception of this rule. When you post something on a forum you never know if a developer did not read the forums or if just noone did know the answer. On a mailing list you at least know that everyone got your message (even if they might not read it).

An example: In June last year, I thought about getting into PS development. As I didn't want to apply for the team (the recruitement page scared me away), I thought I start with something simple - adding some documentation. Adding documentation is always good because you help other newcomers and you get into the code as you have to read it to write the documentation. So I checked the "requested documents" page on the wiki and started by adding a guide how to add a spell to the database http://www.hydlaaplaza.com/doc/index.php?title=HowtoAddASpellToTheDatabase and did some other database documentation.

To find something to work on where you do not need a complete overview of the whole system, I decided that it might be worth looking into effects, as all magic effects are pretty much ugly and they all look the same. So I added the effects manual to the Wiki to get into effects development: http://www.hydlaaplaza.com/doc/index.php?title=EffectsManual. The effects manual was btw not my own work but I moved it from a PDF file into the wiki so I could improve it while experimenting with effects. The effects manual contained lots of images which I wanted to add to the wiki page as well, so I just asked if someone could add image support to the wiki: http://www.hydlaaplaza.com/smf/index.php?topic=33083.0

Well I didn't get any answer to that simple question which really is demoralizing. Did noone read that question or did noone know the answer? On a mailing list I would have at least known that all the developers received my request. Still they might not read it but chances would have been probably much higher that someone responds. The whole development process seems to lack some central communication hub where absolutely all developers of all departements come together.

I could go on describing my attempts to participate in PS development, but why that never happened is a story for another post/thread.

11
General Discussion / Re: PS SkunkWorks Project 01
« on: November 29, 2010, 01:47:55 pm »
Sounds for me as if you are only allowed to use a self-compiled client if some team member told you so. And by no means you are allowed to connect to the official servers if you modified only one line from the code.

Oh, I didn't know that. Well I wouldn't have cared either as it was just too annoying getting stuck all the time. With my low endurance I already had to rest every few meters and with the bug on top I had to rest twice as often. But as I didn't modify the code, just the optimization parameters, it seems that I was within the rules.

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...but as the rules are phrased right now they don't feel very welcoming to casual contributors.

The whole development process does not feel very welcoming to casual contributors. On most open source projects you have a development mailing list where you can send patches to. Then they decide if they want to include that patch or not. Usually they do include it but tell you to change some things first, so it better fits their overall design. I think that is the better approach to hook up new developers as someone who has already spend hours developing a patch is more likely to make a few changes to get it accepted. Once one of your patches is accepted you already have some knowledge about the system and are more likely to develop another one.

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Sorry...won't comment on the recruitment page as my words would only derail this thread then...something I don't want for a thread of Eliseth.

Hehe, you seem to have some very strong feelings about that  :D

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While I think that most of those points are valid and worth discussing they all wouldn't be my first choice of things to change to improve PS. ;)

So what would be your fist change? Or would that escalate the thread as well?  ;)

12
General Discussion / Re: PS SkunkWorks Project 01
« on: November 28, 2010, 10:14:11 pm »
  • get rid of the ABC license or at least

This sounds like a very good idea. It would allow PS to make use of all the CC repositories out there. Of course others would be able to use PS arts as well but is this really that bad? Isn't sharing the spirit of open source? From reading the PS license page it seems that the main fear was that someone would fork the project. At the current point it seems highly unlikely that the few developers left will also split up and start their own PS project. Forking a project that size does not really make sense if you can only gather one or two developers and no artists.

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- allow self-compiled clients on the official servers

That is already possible up to a certain point. You can compile your own client and copy the artwork binaries from the main client. I did that a while back when I always got stuck on the Ojaveda road with the official client.

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- come up with some rules about modified clients and what modifications would be acceptable for the official servers. (Everything allowing cheating obviously not, also not something that might endanger the stability of the server...but people including copy and paste support or a spellchecker in the client should be allowed to try out...in general don't discourage people from adding new features to PS but rather encourage them)

Well, simple rules won't stop cheaters from modifying their client. On the other hand this should not be a problem, as nearly every action is controlled by the server. Even if cheaters do find a way to cheat that should not matter either. Sooner or later obvious cheaters probably will be detected and then their character should just be deleted. Cheaters might even be a good thing as they show which part of the server code has to be improved.

I have another proposition for your long list of improvements:

  • Revise the recruitement page.

The recruitement page reads like an application form for a full time job. Development should be fun and that document does not read like PS development is fun.

13
Fan Art / Re: The Great Contribution Project
« on: June 18, 2009, 05:02:11 pm »
Therefore I am a bit surprised that you believe so many items "missing", so you obviously don't know which are already done and just wait to get released.

That's right, I don't know what is already on the way of beeing commited, but that's the reason we are creating this list of missing items. When I talked to XilliX I said exactly what you are telling me now, that we need a list of missing items we can start with. I was told: "We need EVERYTHING, just look around what is missing!". I don't want to bother the modelling team with creating lists as their time is quite limited. So we go the other way round. We create a list and let them remove all items which are already in the process of beeing commited.

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I don't wish to pull the handbrake -- people with spare time shall use 3D and painting tools and create models and textures ... but there are a few responsible people, and working without any contact to them may never bring your work into the game.

Yeah I know that we have to coordinate the efforts with the arts team. That's what I will be doing as soon we have the list of missing items. I think there are people out there which want to contribute but are afraid of applying or just think they are not good enough. That's why I try to lower the barrier. People get told what they can do (they can pick items from the list) and actually try it. If their work gets approved they can apply for the team. The BIG difference is they then already know that they are good enough (at least for simple projects) and they do not need to be affraid of being rejected. They can just continue working on small projects and build up their skills. I do not want to recruit advanced modellers here (as they can apply directly) but give people a chance to try some computer graphics and see if they like it.

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To sum up: Don't cry that you wasted your time if you don't coordinate your work with the development team. You may need to become prospect for that, possibly.

We will of course coordinate the work with them. But thanks for your concerns it's always good to know some people care.

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Fan Art / Re: The Great Contribution Project
« on: June 18, 2009, 12:29:10 pm »
Thanks for your input  Nairan. I really appreciate it.

Hope we can find more people to complete this list and some people who are willing to help create sketches / textures / icons /models. At the weekend I will create a video which shows how easy it is to create simple 3D models. Nobody needs modelling experience to join this project. Everybody who wants to get into computer graphics is welcome.

15
Fan Art / Re: Zephan's PlaneShift Sketchbook
« on: June 18, 2009, 12:06:37 pm »
Hello,

if you would like to help improve Planeshift you can join the "Contribution Project" http://www.hydlaaplaza.com/smf/index.php?topic=35423.0. We need people like you who can sketch. There are many items in the game which do not have a 2D/3D representation. If you like you can think of how these items could look and sketch them. That helps people who have to model them.

Getoran

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