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Messages - derula

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1
PlaneShift Mods / Re: PS status script
« on: February 25, 2023, 03:46:16 pm »
Thanks @Damola for the details, actually I think that works out pretty well because I would have to get my thing to work with a newer PHP version as well. I guess I will let the current version run for PS legacy for now while that server is alive, and then move it to my new webhost and make adjustments for PSUnreal when the web frontend becomes available.

I just might need a little push when that happens because I'm not actively following PS development and stuff :)

2
PlaneShift Mods / Re: PS status script
« on: February 25, 2023, 11:13:09 am »
(For people new to this topic, this is about these images you can put in your forum signature: )

This thing has had a good run over the past decade.
Many things have happened in the meantime, such as the European GDPR regulation and a new Unreal Engine based client.
Currently, I'm in the process of moving all my websites to a new server.
I have two questions to this community regarding my PS status script:
  • Does it make sense to keep it around?
  • If yes, do I need to change anything to make it work with PSUnreal?
Currently, the way it works is by loading this page every minute.
If PSU runs on a different server, I would have to make some changes.
If it doesn't provide this page at all, it would be more complicated to adjust my script.

I tried to figure it out myself, but couldn't find anything definitive.
So any feedback or information would be appreciated.

3
PlaneShift Mods / Re: Conversion SVG <-> Sketch XML
« on: January 13, 2018, 05:51:21 pm »
New update!

Feature: Altered the warning shown when using more than 200 elements to reflect new drawing skill
Bugfix: Fixed SVG straight vertical / horizontal lines with the v/h syntax

Additionally, when using the API, you can now get the needed skill level to import that sketch.

Download from here: https://stuff.incertitu.de/planeshift/svg%20sketches

Thanks Mishka for the heads up!

4
PlaneShift Mods / Re: PS status script
« on: April 17, 2017, 06:34:13 am »
Any time! ...except if I'm busy or don't feel like it or have finally moved on to serious life :P

5
PlaneShift Mods / Re: PS status script
« on: April 15, 2017, 05:34:10 pm »
Illy o/

That's strange... well, there was a server migration a few weeks ago, but it worked fine after that... I'll have a look, thanks for letting me know.

Edit: I see the problem. There's actually two different versions live right now... one works and one doesn't. I wanted to make the old version redirect to the new version at some point, but never got around to doing it.

This is broken:
Code: [Select]
http://psstatus.uglyhorst.de/Illysia:Illysia,Danao,Zandral.png

This works:
Code: [Select]
http://ps.incertitu.de/Illysia:Illysia,Danao,Zandral.png

I'll fix the old version when I get around to it... maybe today / tomorrow, or on Monday... in the meantime, you can use the new link.

Sorry for the inconvenience - I checked the new link after the server change but didn't think the old one could be broken if the new one isn't.

Edit 2: Fixed already :P that was faster than I thought it would be.

6
PlaneShift Mods / Re: Conversion SVG <-> Sketch XML
« on: February 10, 2017, 08:00:27 pm »
I helped find this bug!

Yes you did :) thanks dude!

Also, I can confirm this update works like a charm.

I'm glad. That has been bugging me for a while...

GO USE THIS SCRIPT RIGHT MEOW.

Heh. Feel free to send me screenshots of any art my script helps you bring into the game :)

7
PlaneShift Mods / Re: Conversion SVG <-> Sketch XML
« on: November 21, 2016, 03:01:23 pm »
Update!

I fixed a bug that caused transformation matrices to be applied incorrectly if the SVG file used relative paths. Basically, that means that the converted file looked like a mess.

A few notes / reminders:
  • If you want to put text in the SVG file to be used in the game, use font Cup and Talon and font size 19.5px / 15.6pt.
  • The script only supports paths and some simple shapes, such as rectangles. Other shapes need to be converted to paths.
  • In some cases - e.g., when converting a circle to a path - the SVG file might end up with "arc" type paths. The script ignores these. So if any parts of paths are missing, make sure that they're not precisely circle-y. (It may be enough to "convert" those paths by changing the type of their nodes without changing the path at all. This worked for me in Inkscape.)
Anyway, find the download links at the very bottom of the script's homepage.

8
Unreal Engine / Re: Any work in SVN yet for moving towards new engine
« on: April 26, 2016, 01:52:08 pm »
@gonger, you are right. Of course, this is only my conclusion, and it's up to anyone to reach their own conclusions, but with a lack of information, I admit this is not too easy.

So let me explain a few points.

License taint

It is true that the source code is freely available. It is true that in the Free Software movement, source code is freely available. However, everything else in the PlaneShift project is protected by proprietary licenses. I am not saying that this is a bad thing or that PS authors are criminals for that, but this means that PlaneShift is not "free as in freedom." And that it means that it can't be put up to the same standards as other software that calls itself open source, because they usually imply the Free Software aspect of it.

To get a better idea of what I'm talking about, I recommend checking out the Free Software Foundation, especially the part about licensing. Again, my point is not that PS devs are evil, just that this is not, and never was, the spirit that the open source movement is following.

Cover company

In the FOSS community, everything is about not-for-profit organizations. There is no "working for" the organization, no sense of "employment" or "becoming a dev," everyone who wants to help just does that. While PS doesn't pay the team, the structure seems - for an outside viewer - closer to a traditional company than the openness of FOSS kinda organizations / foundations. You have to get in the team to be able to do anything. Their game content is secret and protected. They do not tolerate forks, and only even allow them because it's kind of impossible not to, with the source code being freely available. How is this not the very definition of "proprietary?"

And again, I am not saying that this means they are evil, only that you can't hold them to the same standards as "true" FOSS projects. For reference, check out the Wikipedia article for the definition of proprietary. Keep in mind that a), Wikipedia is heavily biased towards the FOSS movement and doesn't hesitate to make the word "proprietary" sound like the most evil thing ever, and b) this obviously mostly implies to server-side, non-"free" (again, "as in freedom," that means: not freely available, rather than "as in beer," which means available at no cost) part of PS.

Anti-competitive behavior

This one you should take with a grain of salt. I have seen evidence of this, but since I'm not producing it here, take it as a personal opinion. The PS team does not want other projects to use their source code. It is disallowed to talk about certain things in this forum (so I hope this post won't get deleted), but suffice to say that the team, or rather the team lead, is of the opinion that people who want to work with the PS source code should work on PS. And I can completely understand that, there's nothing wrong with that. But doing that while also claiming you are an open source project just doesn't seem to make sense, in my mind.

And of course I respect people sacrificing their spare time to make a completely free-as-in-beer game. You just can't compare that to a FOSS project, and that is what people are doing in this thread, and have done so many times before. That's why people get angry and frustrated, because they believe the project to be something it is not, because that was falsely communicated.



@Eonwind: I hope at least the last paragraph showed a bit why I think that this is precisely on topic. People hold PS up to the wrong standards, because they see "open source" and compare it with free-and-open-source software and wonder why nothing matches. I think that this confusion wouldn't arise if the game was marketed as a freeware game that allows access to its source code, and allows avid community members to join the dev team and help build it. And I don't think you're doing yourself a favor by posting ad-hominem attacks against someone who is trying to clear up a confusion, even if my initial post lacked actual information and I see how it could be understood as mean-spirited. I apologize if that's what happened.

And about having no idea about how the videogame world works, well I know that there is one large commercial company called Valve, who allows other people far more access to their IP than PS does, and even offers a platform that allows others to sell games they made that not only take inspiration from Valve's IP, but actually use it and develop it. Imagine someone trying to make a PS fan game called Yliakum Stories: Boeden, you would just laugh at them if they'd ask you whether they can use some of your protected secret art for it. Late alone charge for it! But again. That is okay, that is your decision. Just don't pretend like you're the holy grail of freedom, just because people are allowed to look at your source code and maybe even submit a patch that will be ignored forever.

9
Unreal Engine / Re: Any work in SVN yet for moving towards new engine
« on: April 25, 2016, 04:55:51 pm »
Year 17.
People still believe that PlaneShift is open source.

There is a difference between publishing your source code and making a stand for FOSS software. PlaneShift is, and always has been, proprietary. Access to the source code is only granted for the sole purpose of tricking developers into working for the project for free. Stop expecting this project to have an open source vibe to it. I know that they're saying it's open source, and pretend like this entails all the things you would expect from an open source project. And I don't even want to say they're consciously lying. Maybe they truly believe that. But if they do, they have no idea what FOSS software is all about. They don't fully understand the difference between "free as in beer" and "free as in freedom," and they never will. So stop expecting them to act like PlaneShift was Free (as in freedom) and Open Source, because it's not. It's a proprietary, freeware game, that allows access to its source code. No more, no less.


Edit: Yes, I realize I suffer the RAS syndrome. Sue me.

10
PlaneShift Mods / Re: Conversion SVG <-> Sketch XML
« on: April 04, 2016, 04:50:19 pm »
Woah, I didn't know people still use this :o

I had trouble with the script on some SVG files, apparently there are things I'm not supporting. If you or anyone else needs further support or updates, you can always drop me a PM and I'll read it... eventually...

Cheers!

11
Fan Art / Re: Fenki Pixelart
« on: December 24, 2015, 07:29:21 pm »
Aaanyway... Fyrre, I already gave a bit of an in-detail analysis of this artwork back before it was fully completed, but now that it's officially declared finished, I wanted to say thank you.

You know that the depicted scene was the start of something that immensely affected my life. It is legend, and was a complete coincidence. It's so symbolic it's not even funny!

I want to say thank you for this picture, and more than that, for all the little things you've given me over the past five years.

Thank you for the laughs. Thank you for the smiles. Thank you for sharing so many great moments with me.

Thank you for the trust. Thank you for the respect. Thank you for giving me the confirmation I needed when in doubt.

Thank you for existing. Thank you for the proximity. Thank you for the certainty that there is someone there.

Thank you for your time. Thank you for the support. Thank you for being the greatest thing that's ever happened to me.


...and thank you for forgiving me that I hijacked this thread :D

I hope you're going to have a fantastic Christmas!

12
Fan Art / Re: Fenki Pixelart
« on: December 23, 2015, 04:18:01 pm »
The last time you posted, quite a few people seemed to remember Fyrre.

Jana, on the other hand... I dunno, maybe her husband remembers...

...or maybe Sulaika, because she reported her for having too common a name.

13
The Hydlaa Plaza / Re: Happy Birthday!! Have some cake and such.
« on: December 23, 2015, 09:50:01 am »
Thanks guys :)
I hope everyone is doing fine and is going to have a great Christmas :)

14
The Hydlaa Plaza / Re: Happy Birthday!! Have some cake and such.
« on: December 22, 2015, 06:20:39 pm »
* derula walks into the empty tavern. Sullenly, he walks up to the bar and grabs a bottle of ale. Lying on the counter, he downs the bottle in one.
HAAAAPPY BIIIIRTHDAAAAY TOOOO MEEEEEEEEE, HAAPPY BIIIRTHDAAAAAAY TOOO MEEEEEEEEEEE, HAAAAAAPPY BIIIIIIIRTHDAAAAAAAAAAAY, DEEEAAR UUUULAAAA....
* derula looks around the tavern to evaluate if anyone has joined him since he has started this exercise in self-pity, and as no living creature is to be found anywhere, he throws the bottle across the room, where it hits a wall, breaks, and sends little shards of glass flying everywhere.
HAAAAAAAAAAAAAAAAAAAAAAAAPPYYYYYYYYY BIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIRTHDAAAAAAAAAAAAAAAAAAAAAAAAYY TOOOOOOOOOOOOOOOOOOOOOOOOO...
* derula looks around one more time, then inhales deeply in preparation for the final note of his aria.
MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
* derula tries to reach for another ale without the hassle of standing up, but fails. Instead, he slips and falls first right off the counter, and then asleep.

15
Fan Art / Re: Dannae's Sketchbook
« on: August 19, 2015, 11:55:48 am »
Okay, in order to produce some none-spam as well... the reason I keep checking this thread is not to malevolently derail it constantly, but because you're the only one I know who has used or is using my SVG converter tool sometimes, and it's quite amazing what things you can come up with despite the 200 objects limitation. I always love to see when something I made is being used, and even better if it yields awesome results.

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