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- [2012-06-09 15:32:45] -->| YOU (Cervator) have joined #terasology
- [2012-06-09 15:32:46] =-= Topic for #terasology is ``Dev meeting Saturday at 4 pm EST: http://forum.movingblocks.net/threads/jun-9-2012-dev-meeting-site-blocks-art-irc.362/ - feedback on usage of ideaTorrent please: http://forum.movingblocks.net/threads/ideatorrent-playground-set-up.363/ - Site: http://forum.movingblocks.net/ - Code: https://github.com/MovingBlocks/Terasology''
- [2012-06-09 15:32:46] =-= Topic for #terasology was set by [email protected] on Tuesday, June 05, 2012 11:18:46 PM
- [2012-06-09 15:32:51] =-= Mode #terasology +o Cervator by ChanServ
- [2012-06-09 15:33:14] <Cervator> heyo - finally online after running errands
- [2012-06-09 15:33:37] <metouto_> hi Cervator
- [2012-06-09 15:34:19] <Cervator> more artsy stuff, fancy :-)
- [2012-06-09 15:38:38] <Cervator> metouto - hope you don't mind if i use a mix of your and Marc's badges :-)
- [2012-06-09 15:39:15] <Cervator> i want to put all of them somewhere for safe keeping so we can use them again for other stuff as ideas come up
- [2012-06-09 15:39:56] <dei_> cool idea and work mark
- [2012-06-09 15:40:08] <metouto_> MarcNottke has done some nice designs .... don't mind at all :o)
- [2012-06-09 15:40:19] <Cervator> Marc isn't here, but i hope he'll get on :D
- [2012-06-09 15:40:45] <dei_> ah, minimized the member-bar..
- [2012-06-09 15:41:06] <Cervator> dei_ - very nice cubey logo, i'd like to use that - when you put the text in the middle the diagonal bar made it look bad?
- [2012-06-09 15:41:23] <dei_> who said he sees a skull in my gelatinous cube..
- [2012-06-09 15:41:26] <dei_> ?
- [2012-06-09 15:41:43] <Cervator> i wonder if there's a way to change the diagonal bar to something else if that'll let the text fit, it does get a little tall otherwise
- [2012-06-09 15:42:04] <Cervator> metouto and me, there's a very faint outline in the top of the "head" :D
- [2012-06-09 15:42:24] <dei_> ah, that are only shadows or reflections of the cube
- [2012-06-09 15:42:35] <Cervator> two dark patches for eyes, a whitish round area forehead and a dark line or two :-)
- [2012-06-09 15:42:42] <dei_> so are the 'face' and the two tie-like things
- [2012-06-09 15:42:52] <Cervator> oh that's what made it? cool
- [2012-06-09 15:42:54] <dei_> just saw them when rendering
- [2012-06-09 15:43:13] <dei_> and thought i don't remove them
- [2012-06-09 15:43:31] <dei_> the creature is made of some mirror-material
- [2012-06-09 15:43:45] <Cervator> beyond my skill for sure :-)
- [2012-06-09 15:44:07] <Cervator> oh, btw, you should be a full admin now for Xenforo
- [2012-06-09 15:45:03] <dei_> ok
- [2012-06-09 15:45:08] <dei_> thx
- [2012-06-09 15:45:16] <Cervator> np
- [2012-06-09 15:45:27] <Cervator> i'm thinking about committing some of the site stuff to TeraMisc
- [2012-06-09 15:45:42] <dei_> ok, i have the admin-link now and am able to login
- [2012-06-09 15:45:51] <Cervator> Xenforo has nice "restore default" options, but some of our customizations might be good to keep somewhere :-)
- [2012-06-09 15:46:19] <dei_> but I'm not permitted to open any menu-point
- [2012-06-09 15:46:25] <Cervator> huh
- [2012-06-09 15:46:29] <Cervator> error?
- [2012-06-09 15:46:30] <dei_> even don't see the menu points in home on the left side
- [2012-06-09 15:46:48] <dei_> only the statistics
- [2012-06-09 15:47:07] <dei_> and when I click on them I get "You do not have permission to view this page or perform this action."
- [2012-06-09 15:47:21] <Cervator> hmm
- [2012-06-09 15:47:33] <dei_> seems to some group-problems to me
- [2012-06-09 15:47:38] <Cervator> begla - you around?
- [2012-06-09 15:47:55] -->| RoyAwesome ([email protected]) has joined #terasology
- [2012-06-09 15:48:30] <Cervator> added you to a bunch more groups - any chance?
- [2012-06-09 15:48:32] <Cervator> change*
- [2012-06-09 15:48:41] <Cervator> it does seem like groups only affect non-admin panel tho
- [2012-06-09 15:49:53] <dei_> ok
- [2012-06-09 15:50:31] <dei_> nope still the same thing...
- [2012-06-09 15:50:35] <Cervator> boo
- [2012-06-09 15:50:57] <dei_> but the moderation queue and reported items are ok
- [2012-06-09 15:51:03] <dei_> I like them
- [2012-06-09 15:51:27] <Cervator> might need to get begla to look at it, he's online so probably just afk and will pop up again at some point :-)
- [2012-06-09 15:51:41] <dei_> ok
- [2012-06-09 15:51:47] <dei_> I'm in no hurry
- [2012-06-09 15:51:59] <dei_> didn't really started my idea project anyway
- [2012-06-09 15:52:12] <Cervator> yeah no problem there, we have time :-)
- [2012-06-09 15:52:37] <dei_> hope to be able to release an alpha till tomorrow
- [2012-06-09 15:52:55] <dei_> doesn't look that complicated
- [2012-06-09 15:54:49] <Cervator> cool
- [2012-06-09 15:55:24] <dei_> need to have some advice from all who can attend now
- [2012-06-09 15:55:33] <dei_> before I start in the wrong direction
- [2012-06-09 15:56:12] <Cervator> right, and there the Xenforo admin options might also yield some inspiration
- [2012-06-09 15:56:27] <Cervator> hoping woodspeople will make it on - will give it a little while longer :-)
- [2012-06-09 15:57:17] * Cervator tweaks with badges
- [2012-06-09 15:59:11] <dei_> \me is proud of his new designer badge bellow his avatar
- [2012-06-09 15:59:20] * dei_ test something
- [2012-06-09 15:59:44] <dei_> ok meant that:
- [2012-06-09 15:59:46] * dei_ is proud of his new designer badge bellow his avatar
- [2012-06-09 16:00:03] <Cervator> more stuff just happened :-)
- [2012-06-09 16:00:20] <Cervator> tho we might want to make contributor only show if there's no more exact team badge there
- [2012-06-09 16:00:56] -->| woodspeople (4a2f385b@gateway/web/freenode/ip.74.47.56.91) has joined #terasology
- [2012-06-09 16:01:12] <Cervator> hey woodspeople, right on time :-)
- [2012-06-09 16:01:19] <woodspeople> yep
- [2012-06-09 16:01:29] <woodspeople> we just put the potion help in the wiki
- [2012-06-09 16:01:31] <Cervator> playing with badges :-)
- [2012-06-09 16:01:36] <Cervator> cool, thanks :D
- [2012-06-09 16:01:37] <woodspeople> will finish the rest soon
- [2012-06-09 16:01:48] <woodspeople> anybody else here?
- [2012-06-09 16:01:59] <Cervator> dei_ and metouto are active
- [2012-06-09 16:02:04] -->| immortius ([email protected]) has joined #terasology
- [2012-06-09 16:02:05] <woodspeople> hi metouto
- [2012-06-09 16:02:06] <Cervator> begla is online, waiting for him to wake up
- [2012-06-09 16:02:11] <metouto_> hi
- [2012-06-09 16:02:12] <Cervator> there's immortius :-)
- [2012-06-09 16:02:24] <Cervator> glasz and zproc are online - ping
- [2012-06-09 16:02:36] <zproc> hello
- [2012-06-09 16:02:41] <Cervator> Overdhose around?
- [2012-06-09 16:02:47] <Overdhose> aye
- [2012-06-09 16:03:20] <Cervator> cool, lots of people
- [2012-06-09 16:03:59] <Cervator> will give it a few more minutes and ping some more artists via forum :D
- [2012-06-09 16:06:01] <Cervator> oops, wrong art badge
- [2012-06-09 16:07:02] <Cervator> assorted badges now flying around over at http://forum.movingblocks.net/threads/art-request-mascot-logo-badges.318
- [2012-06-09 16:07:35] -->| SuperSnarik (62e648a6@gateway/web/freenode/ip.98.230.72.166) has joined #terasology
- [2012-06-09 16:07:53] <Cervator> will take a little while to catch everybody, right now i'm just applying a few to test
- [2012-06-09 16:07:53] |<-- SuperSnarik has left freenode (Client Quit)
- [2012-06-09 16:08:05] <Cervator> SuperSnark is Marc, IIRC
- [2012-06-09 16:08:12] <Cervator> so he's probably trying to get on
- [2012-06-09 16:08:19] -->| SuperSnark (62e648a6@gateway/web/freenode/ip.98.230.72.166) has joined #terasology
- [2012-06-09 16:08:25] <SuperSnark> There we go!
- [2012-06-09 16:08:28] <SuperSnark> Hey everyone
- [2012-06-09 16:08:36] <Cervator> now spelled right, even :D
- [2012-06-09 16:08:37] <Overdhose> Hi dr Nick :P
- [2012-06-09 16:08:38] <Cervator> hey Marc
- [2012-06-09 16:08:41] <SuperSnark> lol yes
- [2012-06-09 16:09:14] <SuperSnark> anyone like my stinkin badges?
- [2012-06-09 16:09:23] <Cervator> look at http://forum.movingblocks.net/threads/art-request-mascot-logo-badges.318 ;-)
- [2012-06-09 16:09:30] <Overdhose> now Cerv will have to start with : good news everyone.... ^^
- [2012-06-09 16:09:40] <Cervator> i love that, anyway
- [2012-06-09 16:09:40] <metouto_> yes ,,,,very good
- [2012-06-09 16:09:49] <Cervator> so good news everybody! we can have a meeting :D
- [2012-06-09 16:10:35] <dei_> tired of work? --> have a meeting!
- [2012-06-09 16:10:38] <dei_> ;-)
- [2012-06-09 16:10:48] <Cervator> ... also, how have i racked up 20 pages of convos in the forum already
- [2012-06-09 16:10:57] <SuperSnark> haha dei
- [2012-06-09 16:11:06] <Cervator> that's like 400 PMs, wee :D
- [2012-06-09 16:11:22] <woodspeople> cerv you are the wall-o-text master
- [2012-06-09 16:11:25] <SuperSnark> lots of blahblahblah! hooray
- [2012-06-09 16:11:25] <Cervator> yeah next you know it we'll register a corporation and get some physical cubicles somewhere :D
- [2012-06-09 16:11:57] <Overdhose> can I has one in the basement next to the toilets as usual? :P
- [2012-06-09 16:12:06] <SuperSnark> can they be gelatinous
- [2012-06-09 16:12:09] <Cervator> so apparently i've sent a PM for every second post i've made... not sure what story that tells
- [2012-06-09 16:12:28] <Cervator> that'd be a great April Fool's joke - the team is moving into Gelatinous Cubicles
- [2012-06-09 16:12:30] <woodspeople> conspiratorial
- [2012-06-09 16:12:53] <SuperSnark> that you need a new keybaord because you're burning holes in your old one
- [2012-06-09 16:12:55] <Cervator> true - wicked wicked PMs trying to get people online and stuff :D
- [2012-06-09 16:12:58] <dei_> accidentially I my employer could sue me I'm using his logo
- [2012-06-09 16:12:59] <immortius> procedurally generated inifinite office space
- [2012-06-09 16:13:03] <dei_> (they have a cube too)
- [2012-06-09 16:13:06] <dei_> ;-)
- [2012-06-09 16:13:06] <Cervator> also true
- [2012-06-09 16:13:09] <Cervator> hah :D
- [2012-06-09 16:13:31] <SuperSnark> lol immortius ...
- [2012-06-09 16:13:38] <SuperSnark> i can see it, an infinity pit of cubicles
- [2012-06-09 16:13:39] <Cervator> sounds like a mod
- [2012-06-09 16:13:45] <Overdhose> here at terasology, every day starts by a quest to find your procedurally relocated cubicle
- [2012-06-09 16:13:51] <dei_> immortius: that would be great
- [2012-06-09 16:13:53] <SuperSnark> i think that's what Purgatory must look like
- [2012-06-09 16:15:20] <Cervator> okay, i've probably increased my PM count enough on account of this little meeting now :-)
- [2012-06-09 16:15:38] <Overdhose> allright nice meeting thanks all laters.
- [2012-06-09 16:15:47] <Cervator> so! :D
- [2012-06-09 16:15:48] <Cervator> http://forum.movingblocks.net/threads/jun-9-2012-dev-meeting-site-blocks-art-irc.362/
- [2012-06-09 16:15:57] <Cervator> for those who haven't read it to skim the topics covered
- [2012-06-09 16:16:06] |<-- glasz has left freenode (Ping timeout: 244 seconds)
- [2012-06-09 16:16:34] <Cervator> first two are on the site - as you all know we've got Xenforo up, thanks to AlbireoX's license - thank you again Alb :D
- [2012-06-09 16:16:48] <woodspeople> agree thanks
- [2012-06-09 16:16:50] <Cervator> (i don't know if "Alb" works, but hey!)
- [2012-06-09 16:17:00] -->| glasz ([email protected]) has joined #terasology
- [2012-06-09 16:17:06] <glasz> hi
- [2012-06-09 16:17:09] <Cervator> wb glasz :-)
- [2012-06-09 16:17:11] <Overdhose> wb
- [2012-06-09 16:17:31] <Cervator> dei_ here has volunteered to do some more site work so i've made him an admin
- [2012-06-09 16:17:39] <glasz> i'm a little late
- [2012-06-09 16:17:46] <Cervator> no worries
- [2012-06-09 16:18:07] <Cervator> or i've tried to, begla might still need to ritually dust his user account with dehydrated gelcube dust to make it stick
- [2012-06-09 16:19:01] <woodspeople> the popup explanations on the forums still need a little work to avoid time wasted redirecting people
- [2012-06-09 16:19:27] <Cervator> there's a bit more work left on the site - mainly some artsy decoration, which is going places currently + some more tabs in the menu directing maybe to parts of the wiki and other sites + another bit of forum polish
- [2012-06-09 16:19:41] <Cervator> yep - happy to entertain more exact suggestions for descriptions :-)
- [2012-06-09 16:19:57] <woodspeople> promise to look at it
- [2012-06-09 16:19:59] <Cervator> the tabs will happen as soon as we can get the "Nodes as Tabs" addon working, so not much to worry about there
- [2012-06-09 16:20:32] <Cervator> decorations aren't in a rush so long as i've got some badges to tag people with, as it turns out to be a little tricky to get an overview of who is in what groups
- [2012-06-09 16:21:01] <SuperSnark> I can crank out a few more this afternoon
- [2012-06-09 16:21:10] <SuperSnark> if we like the style i was going with
- [2012-06-09 16:21:15] <Cervator> main thing is the forum organization and the potential of using something "more" - ideaTorrent was brought up as potential and there's a test site at http://ideas.goetz.sg/
- [2012-06-09 16:21:28] <Cervator> i like it - individual letters per block seems very distinct :-)
- [2012-06-09 16:21:44] <woodspeople> we like the block badge style (with no offense to metouto!)
- [2012-06-09 16:21:52] <SuperSnark> I was thinking Green for the world guys
- [2012-06-09 16:21:54] <Cervator> think "Architecture" or "Contributor" will fit easily? dunno if shortened to "Arch" and "Contrib" would be worth it
- [2012-06-09 16:22:01] <metouto_> none taken
- [2012-06-09 16:22:01] <SuperSnark> with a little guy who has eaten a globe
- [2012-06-09 16:22:07] <Cervator> yum
- [2012-06-09 16:22:20] <SuperSnark> Arch maybe red
- [2012-06-09 16:22:47] <Cervator> immortius - what's your favorite color? :D
- [2012-06-09 16:22:55] <SuperSnark> lol yeah, pick a color
- [2012-06-09 16:23:00] <Cervator> you've been badged with that thing ;-)
- [2012-06-09 16:23:05] <woodspeople> for ideas have you used google docs?
- [2012-06-09 16:23:10] <Overdhose> I bet it's pink :P
- [2012-06-09 16:23:18] <SuperSnark> i think purple
- [2012-06-09 16:23:32] <SuperSnark> for royalty
- [2012-06-09 16:23:45] <Cervator> dunno about Google docs yet - any opinions on the idea of using an incubator forum? http://forum.movingblocks.net/threads/incubator-guidelines-read-first.367/
- [2012-06-09 16:23:57] <woodspeople> like the incubator name, that's great
- [2012-06-09 16:24:06] <Cervator> which could go with Dei's customization and the GitHub-issue based "database" of ideas we could sort and maybe vote on
- [2012-06-09 16:24:08] <SuperSnark> what is that?
- [2012-06-09 16:24:14] <woodspeople> issue is how to handle and sort lots of things
- [2012-06-09 16:24:26] <Cervator> in short: a single forum for "concrete features" to implement or design off
- [2012-06-09 16:24:28] <woodspeople> how do you sort ideas in github? looked, could not see it
- [2012-06-09 16:24:46] <Cervator> Dei's plan is to make something that builds off the issues and displays them elsewhere
- [2012-06-09 16:24:48] <Cervator> IIRC
- [2012-06-09 16:24:57] <woodspeople> incubator is concrete? i would have thought before concrete
- [2012-06-09 16:25:01] <SuperSnark> oh ok
- [2012-06-09 16:25:15] <Cervator> so maybe we can post a little magic code snippet in the top of a thread that'll auto-generate something nice based off idea issues :-)
- [2012-06-09 16:25:25] <Cervator> well, concrete is probably a bad word :-)
- [2012-06-09 16:25:35] <Cervator> thinking...
- [2012-06-09 16:25:40] <woodspeople> incubator is generally for early days
- [2012-06-09 16:25:47] <Overdhose> please wait...
- [2012-06-09 16:26:15] <Cervator> yeah, i'm thinking more "defined" as in scoped or limited to one concept
- [2012-06-09 16:26:21] <woodspeople> ok
- [2012-06-09 16:26:31] <Cervator> so "Creatures" is one very high level concept, but it is "one" specific concept
- [2012-06-09 16:26:38] <woodspeople> i'm thinking before that, in the dozens of ideas floating around stage
- [2012-06-09 16:26:43] <Cervator> that would probably always stay in "Design" mode as you'll never finish "all creatures"
- [2012-06-09 16:26:46] <dei_> (I'm building it here: http://andre.goetz.sg/ideaTorrent.movingblocks.net/gitvote/idealist.php)
- [2012-06-09 16:26:53] <dei_> for those interested of the state
- [2012-06-09 16:26:59] <woodspeople> at early stages of design you want lots of little things clumping, not big things with details
- [2012-06-09 16:26:59] <dei_> (doesn't work yet)
- [2012-06-09 16:27:04] <Cervator> thanks dei_
- [2012-06-09 16:27:24] <Cervator> yeah - that's dei's thing with organizing "one liners" in some sense
- [2012-06-09 16:27:45] <Cervator> then possibly grouping them within an incubator thread
- [2012-06-09 16:27:55] <woodspeople> looked: those seem like tasks
- [2012-06-09 16:27:57] <Cervator> so with your creature "questions" thing for instance :-)
- [2012-06-09 16:29:01] <Cervator> 1) "Creature Design" thread in Incubator, links to all of the questions -> one category of questions we want to deal with gets its own incubator thread for more detailed design work, some answers, maybe even implementation
- [2012-06-09 16:29:17] <woodspeople> i had two thoughts about the questions. 1) expand them past minions into all NPCs
- [2012-06-09 16:29:20] <Cervator> ... there is no 2) i wrote that all in one sentence instead, messier...
- [2012-06-09 16:29:23] <Cervator> yep
- [2012-06-09 16:29:46] <woodspeople> 1) either clump them into clusters or find place to move them around better
- [2012-06-09 16:29:48] <Cervator> i see creatures/npcs as a design concept separate from Overdhose's miinions - which is an example of a sub-concept from there or what not :-)
- [2012-06-09 16:29:58] <woodspeople> that 1) was meant to be a 2)
- [2012-06-09 16:30:07] <woodspeople> confusing, hold on while i wait
- [2012-06-09 16:30:10] <woodspeople> read
- [2012-06-09 16:30:16] <woodspeople> no sleep
- [2012-06-09 16:30:25] <SuperSnark> =)
- [2012-06-09 16:30:26] <Cervator> s'ok :D
- [2012-06-09 16:30:47] <woodspeople> let me try again
- [2012-06-09 16:31:07] <woodspeople> for early design you need to move lots of little things around to see how they clump together
- [2012-06-09 16:31:15] <woodspeople> in a forum that is hard to do because you need clumpability
- [2012-06-09 16:31:26] <woodspeople> forums are great for tasks and clumps
- [2012-06-09 16:31:38] <woodspeople> i often use spreadsheets for clumping
- [2012-06-09 16:31:39] <Cervator> the details aren't super important - main point being Incubator is at one end for working concepts from design to implementation one "feature" at a time + the idea database to group and vote small things on the other end
- [2012-06-09 16:31:46] <Cervator> (brb, wifey can't reach something)
- [2012-06-09 16:31:54] <woodspeople> in google docs you could do a pre-forum clumping in a shared spreadsheet
- [2012-06-09 16:32:19] <woodspeople> or something
- [2012-06-09 16:32:43] <dei_> thought of it too already but with a shared sketchboard
- [2012-06-09 16:32:52] <woodspeople> my thought was, i could do the clumping outside the forums in a spreadsheet myself (ourselves) and then post things in idea database or forums
- [2012-06-09 16:32:53] <dei_> (there are some free services around)
- [2012-06-09 16:33:03] <woodspeople> but really it is better if clumping is done in collab
- [2012-06-09 16:33:20] <woodspeople> sketchboard would be good,
- [2012-06-09 16:33:33] <woodspeople> have used spreadsheets in google docs in collab group, that works too
- [2012-06-09 16:33:58] <woodspeople> incubator forum is good for clumped items
- [2012-06-09 16:34:11] <woodspeople> am i making sense?
- [2012-06-09 16:34:15] <SuperSnark> clumping ... teehee
- [2012-06-09 16:34:21] <woodspeople> clustering
- [2012-06-09 16:34:23] <woodspeople> should have said
- [2012-06-09 16:34:29] <Cervator> back
- [2012-06-09 16:34:42] <Cervator> and yes, makes sense, incubator is post-clustering :-)
- [2012-06-09 16:34:59] <Cervator> loose scattered ideas --> Clumping --> Incubator --> Cheese
- [2012-06-09 16:35:08] <woodspeople> my original idea was, everybody write 20 questions, then we merge them
- [2012-06-09 16:35:09] <SuperSnark> lol
- [2012-06-09 16:35:19] <woodspeople> then we cluster them, then they become issues
- [2012-06-09 16:35:19] <SuperSnark> i wondered how it was made!
- [2012-06-09 16:35:21] <woodspeople> or ideas or something
- [2012-06-09 16:35:28] <woodspeople> exactly, cheese
- [2012-06-09 16:35:32] <Cervator> yeah
- [2012-06-09 16:35:52] <woodspeople> so we need something for the clustering/clumping stage which is easy to use
- [2012-06-09 16:35:54] <Cervator> i'm not saying we do that in the Incubator forum, but i think we might be able to do :magic: and have any relevant ideas like that auto-display :-)
- [2012-06-09 16:35:55] <Cervator> yep
- [2012-06-09 16:36:09] <Cervator> i've heard of the mindmap software etc too - there are options and it'll take some time to look through
- [2012-06-09 16:36:24] <Cervator> but it sounds like we're in a good place with that overall design direction - sound reasonable?
- [2012-06-09 16:36:26] <woodspeople> mindmap is great for planning because it helps you organize tasks concepts ideas
- [2012-06-09 16:36:53] <woodspeople> my plan right now is (a) beg people for more questions (b) cluster the questions myself (c) put the clusters in the incubator
- [2012-06-09 16:37:01] <woodspeople> do you want me/us to do that?
- [2012-06-09 16:37:09] <woodspeople> say no if not
- [2012-06-09 16:37:17] <Cervator> also, does it make sense to temporarily merge World + Design + Modding into Incubator? they don't really do much solo right now
- [2012-06-09 16:37:21] <Cervator> that sounds good :-)
- [2012-06-09 16:37:33] <woodspeople> how are people using them?
- [2012-06-09 16:37:37] <Cervator> and maybe Dei can come up with some sort of system
- [2012-06-09 16:37:42] <Cervator> pretty much not at all ;-)
- [2012-06-09 16:37:50] <Cervator> and it is hard to remember what would go where
- [2012-06-09 16:37:54] <woodspeople> incubator is orthogonal, what goes with it?
- [2012-06-09 16:38:08] <woodspeople> incubator - processor?
- [2012-06-09 16:38:15] <Cervator> Dev Portal, Art, Contrib Intro would be the other forums under Development
- [2012-06-09 16:38:38] <woodspeople> you seem to be aligning the fora by process
- [2012-06-09 16:38:49] <woodspeople> so dev portal is coming in, intros also, then incub
- [2012-06-09 16:38:53] <woodspeople> what comes after incub?
- [2012-06-09 16:39:08] <Cervator> that's it, for now - can go all the way to implementation there
- [2012-06-09 16:39:09] <woodspeople> architecture? implementation? maintenance?
- [2012-06-09 16:39:21] <Overdhose> pregnancy?
- [2012-06-09 16:39:23] <woodspeople> confusing to have two dimensions overlaid
- [2012-06-09 16:39:38] <dei_> implementation should be in the issue-tracker I think
- [2012-06-09 16:39:40] <Cervator> later on there might be enough to justify separate topic-specific post-incubation forums, but i doubt we have the thread count for that yet :-)
- [2012-06-09 16:39:43] <Cervator> that too, yeah
- [2012-06-09 16:39:55] <Cervator> incubator thread -> lists implementation issues created
- [2012-06-09 16:39:56] <dei_> then maintanance (support ...) again in the forum
- [2012-06-09 16:40:40] <dei_> the question is if someone wants to separate the existing threads afterwards
- [2012-06-09 16:40:51] <dei_> or should we already create these sub-forums
- [2012-06-09 16:41:05] <woodspeople> what is the diff between design and incubator?
- [2012-06-09 16:41:13] <dei_> so that the users make the work for us moderators
- [2012-06-09 16:41:38] <woodspeople> the more logical the forum structure the less time wasted on redirection
- [2012-06-09 16:41:43] <Cervator> design becomes incubator
- [2012-06-09 16:41:43] <woodspeople> and the more people wil contribute
- [2012-06-09 16:41:46] <woodspeople> ok
- [2012-06-09 16:42:04] <Cervator> alright - we can get more detailed on that later, but should move on for now while we have everybody around :-)
- [2012-06-09 16:42:20] <woodspeople> yep willing to help out of meeting
- [2012-06-09 16:42:34] <Cervator> next up is blocks - put that before art because some stuff on blocks impacts art style
- [2012-06-09 16:43:10] <Cervator> the idea of being able to create an object in-world by simply putting blocks together and then shrinking it, for instance
- [2012-06-09 16:43:38] <Cervator> which at first i was just thinking was going to be for simply stuff like furniture, etc - but you really could turn a giant statue into a normal sized creature
- [2012-06-09 16:43:51] <Cervator> ending up with something similar to A'nW's dwarf
- [2012-06-09 16:44:13] * Cervator fiddles through browser tabs for linkies
- [2012-06-09 16:44:36] <Overdhose> something similar to the editor in in the competitions mythruna then
- [2012-06-09 16:45:07] <Cervator> i know Mythruna did a block shrinker, yeah, has it gone behind that?
- [2012-06-09 16:45:30] <Overdhose> mythruna has a built in editor
- [2012-06-09 16:45:41] <Overdhose> letting you make like a fountain or chair
- [2012-06-09 16:45:53] <Overdhose> and then size it and place it in the world
- [2012-06-09 16:46:01] <SuperSnark> Oh that's neat
- [2012-06-09 16:46:03] <Cervator> cool
- [2012-06-09 16:46:11] <SuperSnark> So multi sizes?
- [2012-06-09 16:46:19] <Overdhose> well
- [2012-06-09 16:46:19] <Cervator> yeah that's beyond what i saw in there quite a while back :-)
- [2012-06-09 16:46:23] <SuperSnark> Like, the standard size for buildings, for mining etc?
- [2012-06-09 16:46:30] <Cervator> back then it was just place a few cubes, get smaller cube
- [2012-06-09 16:46:36] <SuperSnark> slightly smaller to build indoor objects?
- [2012-06-09 16:46:41] <Overdhose> the editor is a cube of 40X40 little blocks or something to edit in
- [2012-06-09 16:47:01] <Overdhose> and then you can size the result
- [2012-06-09 16:47:01] <Cervator> CustomBlocks for us was meant to be a shrunk version of a larger block
- [2012-06-09 16:47:05] <SuperSnark> multi size would be so cool
- [2012-06-09 16:47:11] <Cervator> 2x2x2, 4x4x4,8x8x8, etc
- [2012-06-09 16:47:20] <woodspeople> (looking at mythruna)
- [2012-06-09 16:47:23] <SuperSnark> like having different sized Legos to work with
- [2012-06-09 16:47:29] <Cervator> yeah
- [2012-06-09 16:47:48] <Cervator> the trick is how well it works with the world - immortius, what do you think?
- [2012-06-09 16:48:26] <Overdhose> well mythruna has it's own distonct style
- [2012-06-09 16:48:37] <dei_> what I thought of is to make it possible to vary the shrinking factor: for prebuilt houses
- [2012-06-09 16:48:40] <Overdhose> and it works well for it because well it's designed for it
- [2012-06-09 16:48:45] <Cervator> here's A'nW's dwarf: http://forum.movingblocks.net/attachments/basicdwarfsheet-png.206/
- [2012-06-09 16:48:48] <dei_> (using them later in world-generation)
- [2012-06-09 16:48:49] <immortius> it is certainly doable, perhaps with some limitations on what blocks can be included
- [2012-06-09 16:49:07] <Overdhose> he was even working on physics for the resulting objects
- [2012-06-09 16:49:30] <dei_> would need bones and joints then...
- [2012-06-09 16:49:30] <Cervator> i theory i suspect you could build a creature like that out of normal size blocks, then create an actual model object out of it usable as a creature :-)
- [2012-06-09 16:50:01] <Overdhose> I have toyed with that idea before myslef
- [2012-06-09 16:50:35] <dei_> what do you think of a variable shrinking-factor
- [2012-06-09 16:50:36] <Overdhose> but pracrical implementation well... working with a skeletonal design is gonna complicate things quite a lot and fast
- [2012-06-09 16:50:38] <dei_> ?
- [2012-06-09 16:50:41] <glasz> how many of these custom objects can we have in game?
- [2012-06-09 16:51:11] <immortius> Blocks, limited. Non-blocks, not so much.
- [2012-06-09 16:51:42] <Cervator> here's an alternative critter sheet by eleazzaar, notable perhaps because we might _not_ be able to easily go with that if we do a very block-centric creation setup: http://forum.movingblocks.net/attachments/critters-jpg.158/
- [2012-06-09 16:52:11] <Cervator> plain models with reasonable poly count we can support tons of
- [2012-06-09 16:52:34] <Cervator> blocks will get 64k IDs but there might be a lot of extra IDs taken up by permutations of blocks
- [2012-06-09 16:53:17] <Cervator> incidentally, for completion, glasz's Jake the Dwarf also is of a nice and useful blocky nature, tho the disconnected joints could be tricky to build in-world :-)
- [2012-06-09 16:53:50] <Cervator> anyway!
- [2012-06-09 16:53:53] <Cervator> important factor
- [2012-06-09 16:54:05] <Cervator> how small do we make the *standard* block
- [2012-06-09 16:54:13] <Overdhose> heh
- [2012-06-09 16:54:24] <dei_> you mean the inworld-block
- [2012-06-09 16:54:26] <SuperSnark> that's a good segue into overall artistic vision too
- [2012-06-09 16:54:28] <dei_> ?
- [2012-06-09 16:54:30] <Overdhose> you really fell in love with cubeworld huch?
- [2012-06-09 16:54:35] <Cervator> right now more or less we're following the 1 cubic meter in spirit
- [2012-06-09 16:54:47] <Cervator> oh i've always liked Cubeworld and can't wait to eventually play it :-)
- [2012-06-09 16:54:48] <SuperSnark> how blocky do we get
- [2012-06-09 16:54:50] <dei_> not that for shrinked models?
- [2012-06-09 16:55:23] <Cervator> but the block scale came up on our side a while ago over simpler issues, primarily "can you make the blocks smaller so you don't need to jump to cross a 1-block height difference?"
- [2012-06-09 16:55:34] <Cervator> yeah not talking shrunk blocks/models
- [2012-06-09 16:55:56] <SuperSnark> in Lego terms, is everything built of blocks, or do you have pre-molded models that interact in a blocky world
- [2012-06-09 16:55:58] <Cervator> smaller native blocks = higher potential for detail
- [2012-06-09 16:56:13] <woodspeople> and less annoying jumping
- [2012-06-09 16:56:34] <Cervator> small native blocks also = larger headache for immortius, begla, and anybody else trying to keep the game from destroying lower end computers :-)
- [2012-06-09 16:56:55] <Cervator> SuperSnark: mostly everything is normal blocks, possibly everything in "nature" excepting creature models
- [2012-06-09 16:56:56] <glasz> less far distance i suppose
- [2012-06-09 16:57:02] <Cervator> and maybe some plants
- [2012-06-09 16:57:15] <Cervator> that too, view distance can help
- [2012-06-09 16:57:17] <woodspeople> what about the thing of just making the player taller?
- [2012-06-09 16:57:21] <immortius> the trade off is we'ld probably stick to 256 block limit, nix custom blocks, nix non-cubes
- [2012-06-09 16:57:22] <Cervator> vertical chunks can help
- [2012-06-09 16:57:27] <Cervator> yeah taller player is the same thing
- [2012-06-09 16:57:48] <begla> heya :)
- [2012-06-09 16:57:51] <immortius> I think anyhow
- [2012-06-09 16:57:52] <glasz> player taller -> far distance closer
- [2012-06-09 16:57:52] <Cervator> there he is :D
- [2012-06-09 16:57:58] <Overdhose> it's aliiiiiive :P
- [2012-06-09 16:58:09] <begla> Indeed it is
- [2012-06-09 16:58:15] <begla> At least it think so
- [2012-06-09 16:58:19] <begla> *I
- [2012-06-09 16:58:36] <begla> Reading about smaller blocks scared me a bit to be honest
- [2012-06-09 16:58:39] <Cervator> anyway, begla, immortius, any objections to going in the direction of non-max-height vertical chunks?
- [2012-06-09 16:58:50] <Overdhose> not surprising :P
- [2012-06-09 16:58:55] <woodspeople> silly question, but what if nothing changes except you don't have to jump to go up a block?
- [2012-06-09 16:58:56] <Cervator> (as an optimization technique, not necessarily to fit more blocks)
- [2012-06-09 16:59:08] <SuperSnark> I have to go make dinner for the family
- [2012-06-09 16:59:12] <SuperSnark> i'll be idling
- [2012-06-09 16:59:46] <begla> woodspeople could be tested and might be neat! Might come with some more tweaking regarding the collisions detection and stuff... Maybe even switching over to completely rely on Bullet in this regard
- [2012-06-09 16:59:47] <Cervator> yeah that could be a thing too - at one point it was brought up that you could auto-move up even two block high spots (think slightly larger player) by sort of "latching on" and just moving slowly
- [2012-06-09 16:59:58] <begla> This would reduce the problem into adjusting the player controller's step height
- [2012-06-09 17:00:03] <dei_> if you can jump one block its absolutely unrealistic
- [2012-06-09 17:00:12] <dei_> without shrinking the blocks
- [2012-06-09 17:00:21] <woodspeople> the whole thing is absolutely unrealistic!
- [2012-06-09 17:00:25] <Cervator> :D
- [2012-06-09 17:00:31] <woodspeople> whatever we say is real is real
- [2012-06-09 17:00:38] <glasz> dei y es but its a non realistic world
- [2012-06-09 17:01:10] <dei_> it would be as if you could jump up a 1 m furniture
- [2012-06-09 17:01:21] <dei_> walk
- [2012-06-09 17:01:24] <dei_> not jump sorry
- [2012-06-09 17:01:27] <Cervator> i do see the point of 1 block vs 2 block on "auto-move" - i liked the idea of making the player a little larger (read: same as slightly smaller blocks) allowing the step size to automatically move up up 1 block spots, then jump for 2 block spots, maybe "latching on" and slowing down a moment as you climb over
- [2012-06-09 17:01:31] <immortius> I was thinking it might be interesting to try to integrate the world structure directly into bullet, rather than doing the mesh generation->bullet bit.
- [2012-06-09 17:01:33] * Overdhose thinks woodspeople is also a member of megalomaniacs anonymous
- [2012-06-09 17:01:37] <immortius> because it is *slow*
- [2012-06-09 17:01:55] <begla> Yeah but JBullet is quite limited
- [2012-06-09 17:02:10] <Cervator> does it help to go straight to Bullet? jMonkeyEngine did that
- [2012-06-09 17:02:12] <begla> Any idea how far the new Bullet wrapper in JMonkey has proceeded
- [2012-06-09 17:02:15] <Cervator> bypassed jBullet entirely
- [2012-06-09 17:02:18] <Cervator> hah, jinx
- [2012-06-09 17:02:24] <Cervator> no, i haven't kept track :-)
- [2012-06-09 17:02:48] <woodspeople> people accept all manner of strange realities as long as they are consistent
- [2012-06-09 17:03:06] <begla> The latest version of jBullet is quite old too if I remember correctly. Might come in handy to have all the latest features of Bullet at hand
- [2012-06-09 17:03:24] <begla> I missed many neat functions back in the days :/
- [2012-06-09 17:03:26] <glasz> beside the command can be atojump, but the player animation can be a little jump
- [2012-06-09 17:03:51] <glasz> the command can be autojump*
- [2012-06-09 17:03:53] <Cervator> begla / immortius - you two are the most relevant to the technical limitations, do you think a slightly larger player in a world using multi-layered vertical chunks and maybe a Bullet trick for optimization is realistic?
- [2012-06-09 17:04:09] <Cervator> (think player = 3 blocks tall for the sake of arguing)
- [2012-06-09 17:04:20] <begla> Bullet won't help with any overall performance stuff regarding world rendering
- [2012-06-09 17:04:30] <begla> But currently we generated the chunk meshes for display...
- [2012-06-09 17:04:32] <Cervator> [17:01] immortius I was thinking it might be interesting to try to integrate the world structure directly into bullet, rather than doing the mesh generation->bullet bit. ?
- [2012-06-09 17:04:47] <begla> And concurrently derive a separate, compressed Bullet mesh for the physics calculations
- [2012-06-09 17:04:51] <Overdhose> isn't the amount of data from the blocks itself a problem?
- [2012-06-09 17:04:56] <Cervator> i dunno if there's optimization potential there, not 3d wizard :D
- [2012-06-09 17:04:58] <begla> But those are limited to a certain distance around the player to keep the memory overhad low
- [2012-06-09 17:05:04] <begla> *overhead
- [2012-06-09 17:05:09] <Cervator> yeah - 256 tall chunks are problematic due to the number of points
- [2012-06-09 17:05:32] <begla> So there is currently a lot of Physics mesh creation and disposal going on in the background
- [2012-06-09 17:06:09] <Cervator> shrink chunks to 32 high or whatever and don't load all 8 at once = optimization win + potential accidental "oh we can have worlds with infinite height now?" :-)
- [2012-06-09 17:06:17] <begla> I think the viewing distance at the moment is still too close imho
- [2012-06-09 17:06:25] <begla> I miss really FAR viewing distances
- [2012-06-09 17:06:28] <Cervator> definitely is when you get up high
- [2012-06-09 17:06:33] <Cervator> world becomes a tiny little napkin
- [2012-06-09 17:06:54] <begla> Making the player larger makes this even worse :)
- [2012-06-09 17:07:00] <immortius> every time you increase the max distance you reduce the max player count. :P
- [2012-06-09 17:07:12] <begla> :P
- [2012-06-09 17:07:15] <Cervator> maybe a "fog" effect in the distance world help with the aesthetics, but not the optimization... :-)
- [2012-06-09 17:07:34] <begla> Fog is difficult with the procedural Skysphere going on
- [2012-06-09 17:07:36] <Cervator> (not fancy fog but "hide our naughtly world edges" fog)
- [2012-06-09 17:07:42] <Cervator> naughty*
- [2012-06-09 17:08:27] <Cervator> so anyway, there's a lot of potential in smaller blocks relative to the player, but also a lot of danger.... :-)
- [2012-06-09 17:08:27] <immortius> the trickiness with vertical chunks is they complicate world generation (sunlight propagation) and potentially you end up with oddities like being on a tall mountain and not being able to see the ground I guess
- [2012-06-09 17:09:07] <Overdhose> yeah you will be standing in a void at some point
- [2012-06-09 17:09:17] <begla> And weirds structures in heaven casting/or not casting shadows on the ground
- [2012-06-09 17:09:17] <begla> :D
- [2012-06-09 17:09:19] <begla> *weird
- [2012-06-09 17:09:50] <woodspeople> i would vote for not changing block size but just making the player able to do things that make walking around a little easier
- [2012-06-09 17:09:50] <Cervator> i figured a potential trick would be "valleys of darkness" - sunlight only occurs in a band relative to the surface of the world, dramatically lower areas simply become darker if viewed from up top, even if they're theoretically in sunlight?
- [2012-06-09 17:10:11] <begla> Yes
- [2012-06-09 17:10:12] <woodspeople> idea: zoom-in mode, temporary improvement to view, expensive but infrequent?
- [2012-06-09 17:10:16] <begla> Some light consuming layer
- [2012-06-09 17:10:26] <Cervator> making the step size bigger like that would be the easiest option
- [2012-06-09 17:10:46] <Cervator> no clue on zooming
- [2012-06-09 17:11:13] <immortius> yeah, light might fall without attenuation for the first 128 blocks or so, then attenuate after that, then it won't be a consideration for lower blocks.
- [2012-06-09 17:11:14] <woodspeople> if the ability to see far or do big things depends on a tool it might not have to change basic infrastructure?
- [2012-06-09 17:11:37] <woodspeople> example: give up something to get something. see far = wire frame, or something
- [2012-06-09 17:11:37] <Cervator> so a camera trick might be available, in other words :-)
- [2012-06-09 17:11:56] <begla> I've got some basic ideas to increase the overall viewing distance
- [2012-06-09 17:12:05] <woodspeople> if you want to give an ability without changing the general requirements you make special requirements that are only intermittently available
- [2012-06-09 17:12:06] <begla> But most of the relate to some newer GPU features
- [2012-06-09 17:12:13] <begla> And changing the overall rendering drastically
- [2012-06-09 17:12:16] <Cervator> further complicating this - these decisions on blocks may impact the art style, which is next, and something we really need to get clarity on so we can unleash the artists :-)
- [2012-06-09 17:12:20] <begla> But what would be possible is...
- [2012-06-09 17:12:29] <begla> Rendering far away chunks using simple, scaled dots
- [2012-06-09 17:12:35] <begla> Or camera oriented billboards
- [2012-06-09 17:12:36] <Cervator> oh, ya, that came up
- [2012-06-09 17:13:26] <Cervator> like the details on incubator etc the exact nitty gritty of the tech behind this may be outside the discussion at hand.... :-)
- [2012-06-09 17:13:46] <Cervator> main decision: stay with current block size relative to player, or do we think we can push beyond that?
- [2012-06-09 17:13:48] <begla> Maybe even introduce some caching algorithm for those "far distance chunks" so a whole lot of the world could be loaded quite fast and displayed in a "lower" quality till the player reaches this place
- [2012-06-09 17:13:58] <begla> Okay :)
- [2012-06-09 17:14:14] <Cervator> yup, that'd be nice too, and the bit on making more efficient chunks - like that sparse chunk array thing :-)
- [2012-06-09 17:14:27] <immortius> still waiting on some metrics for that
- [2012-06-09 17:14:30] <Cervator> we have a lot of tools available and optimizations not yet applied
- [2012-06-09 17:14:48] <begla> I saw something > O(1) so I'm not quite in to that yet :)
- [2012-06-09 17:14:53] <Cervator> trying to remember - dei_ was the sparse chunk array yours?
- [2012-06-09 17:15:04] <begla> Never tried it though
- [2012-06-09 17:15:34] <Cervator> anyway :-)
- [2012-06-09 17:15:37] <dei_> yes was mine
- [2012-06-09 17:15:40] <woodspeople> like the far away dots idea, people might actually like the visual effect
- [2012-06-09 17:15:47] <dei_> would even be simpler when using vertical chunks
- [2012-06-09 17:16:24] <begla> Yep! Think it could look cool too
- [2012-06-09 17:16:33] <Overdhose> I don't think the direction matters
- [2012-06-09 17:16:38] <immortius> loading up chunks just to generate distant dot-mesh and then throw them away would work well I think
- [2012-06-09 17:16:45] <begla> Yep
- [2012-06-09 17:16:53] <Cervator> so what do we think? 3-block tall player within reach?
- [2012-06-09 17:16:57] <begla> And cash those meshes until something in the chunks changes
- [2012-06-09 17:17:24] <begla> "meshes"
- [2012-06-09 17:17:30] <immortius> and may be able to send those dot mesh or a similar summary information to remote players
- [2012-06-09 17:17:57] <Cervator> less 3d wizardry geeking out, more decisions :D
- [2012-06-09 17:18:05] <Overdhose> grin
- [2012-06-09 17:18:14] <Cervator> love the tech and i hope we can get there, how much will it help? :D
- [2012-06-09 17:18:29] <begla> Dots are actually quite doable
- [2012-06-09 17:18:30] <begla> And...
- [2012-06-09 17:18:48] <begla> We could go with the 2. or 3. viewing distance at the moment for the highest setting
- [2012-06-09 17:18:55] <begla> And render a Skyrim-like world beyond that
- [2012-06-09 17:18:58] <begla> ;)
- [2012-06-09 17:19:02] <begla> (with dots)
- [2012-06-09 17:19:09] <Cervator> so long as we can eventually ride dragons, ok ;-)
- [2012-06-09 17:19:15] <immortius> I need to get this world refactoring done in my branch, so you can review
- [2012-06-09 17:19:24] <Overdhose> kinky Cerv
- [2012-06-09 17:19:26] <begla> Me?
- [2012-06-09 17:19:34] <immortius> well, anyone
- [2012-06-09 17:19:35] <Cervator> sec, phone
- [2012-06-09 17:20:15] <begla> I actually look around through all the branches from time to time :) Good stuff going on
- [2012-06-09 17:20:27] <begla> Looks like a new game though
- [2012-06-09 17:20:29] <begla> :D
- [2012-06-09 17:20:38] <Cervator> progress is progress :-)
- [2012-06-09 17:20:47] <Cervator> so :D
- [2012-06-09 17:21:03] <Cervator> 3 block tall player? vertical chunks? infinite height potential? :-)
- [2012-06-09 17:21:32] <Overdhose> yeah really immortius or Begla you must voice a vote first
- [2012-06-09 17:21:45] <Overdhose> and we will most likely follow that
- [2012-06-09 17:21:50] <Cervator> architecture for architects :D
- [2012-06-09 17:21:57] <begla> hm
- [2012-06-09 17:21:59] <immortius> I guess what we're proposing is keep the current block size, add vertical chunks, ease player movement?
- [2012-06-09 17:22:06] <Cervator> that's one option, yeah
- [2012-06-09 17:22:27] <begla> Includes infinite height infinite depth? ;)
- [2012-06-09 17:22:40] <Cervator> but would the trade-offs be worth it for 3-block tall player for more natural elevation changes, slightly higher level of details (think tree trunks for a good example), etc
- [2012-06-09 17:23:03] <Cervator> i figure with enough lighting tricks and vertical blocks nothing prevents us from exploring the potential for infinite depth :-)
- [2012-06-09 17:23:10] <Cervator> er, vertical chunks
- [2012-06-09 17:23:15] <Cervator> non-vertical blocks would be silly
- [2012-06-09 17:23:29] <Cervator> time rectangles
- [2012-06-09 17:23:33] <woodspeople> if chunks are not vertical but blocky, wouldn't that mean things can proceed in all 3 dimensions?
- [2012-06-09 17:23:40] <woodspeople> cube chunks?
- [2012-06-09 17:23:50] <immortius> honestly we could just nix this whole sky/surface shenanigans
- [2012-06-09 17:23:53] <Cervator> yeah they're already cubes, but limited to a single height layer
- [2012-06-09 17:23:57] <immortius> and just be all underground, all the time
- [2012-06-09 17:24:05] <Cervator> like proper dwarves
- [2012-06-09 17:24:18] <Overdhose> or keepers :P
- [2012-06-09 17:24:18] <begla> In my opinion the open "Sky" introduces many many problems
- [2012-06-09 17:24:25] <Cervator> who like to avoid making decisions :D
- [2012-06-09 17:24:29] <Cervator> it does :-)
- [2012-06-09 17:24:38] <woodspeople> is a sky necessary?
- [2012-06-09 17:24:45] <immortius> but I guess problems keep things interesting
- [2012-06-09 17:25:09] <Cervator> is sunlight overdone? if lighting was simplified somehow would that ease the sky and related issues?
- [2012-06-09 17:25:18] <Overdhose> space?
- [2012-06-09 17:25:26] <glasz> depend what kind of ambience we want : dark underground or nice landscapes
- [2012-06-09 17:25:32] <woodspeople> lighted space?
- [2012-06-09 17:25:42] <woodspeople> sec, dog
- [2012-06-09 17:25:44] <begla> A problem I see being fixed with reducing the viewing distance while making the player even larger ;)
- [2012-06-09 17:26:00] <begla> One example: There can be many things in the sky-layer vertical chunks
- [2012-06-09 17:26:03] <Cervator> i suspect entirely removing the sky might be too drastic
- [2012-06-09 17:26:09] <begla> A mountain that has been cut into half for example
- [2012-06-09 17:26:39] <begla> Your standing far away from this chunks... And you're using a quite far viewing distance
- [2012-06-09 17:27:01] <begla> Too actually see the upper half of the mountain, you might have to render twice the amount of chunks from your current position
- [2012-06-09 17:27:06] <begla> *to
- [2012-06-09 17:27:06] <Cervator> possibly something the distant dot background might solve?
- [2012-06-09 17:27:30] <begla> Yeah, but that's something that has to be evaluated first. Might be, yep!
- [2012-06-09 17:27:40] <Cervator> so delay? :-)
- [2012-06-09 17:27:44] <begla> yep
- [2012-06-09 17:27:52] <Cervator> i'm okay with that
- [2012-06-09 17:28:10] <Cervator> alright, lets do some art stuff before all the artists flee :D
- [2012-06-09 17:28:43] <Overdhose> damn we're evil ^^
- [2012-06-09 17:28:43] <Cervator> i figure 2 vs 3 height player doesn't impact the art style choice _too_ much
- [2012-06-09 17:28:44] <begla> The dots might be a very nice solution... But like anything I've done with Terasology... Nothing has been working out as I imagined it would at first ;)
- [2012-06-09 17:29:33] <begla> Immortius, you're okay with the delay too?
- [2012-06-09 17:29:45] <glasz> i'm not sure the art choice is so dependant of the landscape appearance but i might be the minority :)
- [2012-06-09 17:29:47] <immortius> ya, that's fine
- [2012-06-09 17:29:58] <begla> Working on a dotty prototype would be something I would love to do in August
- [2012-06-09 17:30:02] <Cervator> glasz / dei_ / zproc / SuperSnark (in afk land) ... on artistic style, what do we _need_ to define? :-)
- [2012-06-09 17:30:48] <Cervator> are we talking "yes on textures vs colored voxels" level or "squares only, none of those crazy 'curves' the kids talk about", etc?
- [2012-06-09 17:30:49] <begla> I think the style of the landscape textures might be interesting
- [2012-06-09 17:30:54] <immortius> I'll do some prototyping around the physics as well at some point.
- [2012-06-09 17:31:00] <begla> Awesome
- [2012-06-09 17:31:16] <Cervator> we have three primary bits of concept art
- [2012-06-09 17:31:25] <begla> Maybe starting out with reevaluating jBullet might be a wise starting point
- [2012-06-09 17:31:39] <begla> Lot of nice stuff missing with non-convex meshes :/
- [2012-06-09 17:31:48] <begla> But... Another time
- [2012-06-09 17:32:14] <Cervator> glasz' Jake the dwarf (disconnected joint style), A'nW's DF-style dwarf (solid and blocky) and Ellazzaar's (can't spell) more curvey blanky texture thing that could do faces
- [2012-06-09 17:32:24] <Cervator> facial expressions as an option
- [2012-06-09 17:32:40] <Cervator> building creatures in the world using blocks as ingredients
- [2012-06-09 17:33:09] <Cervator> from past discussion - the style choice might be somewhat dictated by the world and the audience
- [2012-06-09 17:33:20] <SuperSnark> you can do block style bodies and still have maybe Zelda Wind Waker-esque expression faces kinda things
- [2012-06-09 17:33:23] <Cervator> audience perhaps a bad word vs "potential contributors"
- [2012-06-09 17:33:27] <zproc> sorry i haven't followed anything Terasology lately ::
- [2012-06-09 17:33:28] <glasz> in my opinion we need a working decision process, i would like also that we choose what creatures we re suppose to make, wich would make it easier to propose visuals
- [2012-06-09 17:33:28] <zproc> :/
- [2012-06-09 17:34:26] <Cervator> right, we've talked about the two factions, but never really what they'd be - other than maybe one being a steampunk-like dwarf something
- [2012-06-09 17:34:43] <Cervator> and both could be the same race - that leaves a lot of potential creatures just in the world
- [2012-06-09 17:35:09] <zproc> SuperSnark: Zeldaa Wind Waker esque expression? like texture changes of the face for the expressions? or something else?
- [2012-06-09 17:35:11] <Overdhose> steam punk dwarf versus Gungeon keepers anyone? :P
- [2012-06-09 17:35:22] <Overdhose> Dungeon*
- [2012-06-09 17:35:25] <immortius> I'm going to disappear for a bit, but one thought I had was that having related but distinct art styles for the factions (in gametypes with such a thing) may be nice - like cuboids vs angulons or something.
- [2012-06-09 17:35:33] <Cervator> for artwork contributions to be applicable we might need to cast a wide net re: fairly simple and doable art style that's easy to pick up
- [2012-06-09 17:35:38] <Cervator> angulons? heh :D
- [2012-06-09 17:35:47] <glasz> immortius : yep cool idea
- [2012-06-09 17:37:09] -->| dei_laptop (b252d4a9@gateway/web/freenode/ip.178.82.212.169) has joined #terasology
- [2012-06-09 17:37:21] <SuperSnark> lol i like that immortius
- [2012-06-09 17:37:28] <Cervator> anyway, contributions and style - top level style that's fairly simple + options for sub-styles specific to some facet of the game, like a faction setup or a creature type (elementals with glasz's disconnected look as an example)
- [2012-06-09 17:37:29] <SuperSnark> blocky for the steampunkers
- [2012-06-09 17:37:35] <Overdhose> what's an angulon exactly?
- [2012-06-09 17:37:38] <glasz> and the simpler the faster they're made, more creatures in the world
- [2012-06-09 17:37:40] <SuperSnark> angly for the druid types
- [2012-06-09 17:37:48] <woodspeople> my position is: potential for TS to become known as the most modding friendly system; the easier entry points on all things (art, behavior, etc) the more it can be known that way
- [2012-06-09 17:37:53] <SuperSnark> traingular right, pyramids?
- [2012-06-09 17:38:02] <Cervator> something like that i figure :-)
- [2012-06-09 17:38:19] <Overdhose> ach ok with ya now
- [2012-06-09 17:38:22] <woodspeople> frustration level on trying to mod things is very high: become known as the mod-friendly game and people might come in droves
- [2012-06-09 17:38:28] <Overdhose> yeah tha sounds ideal
- [2012-06-09 17:38:34] <Cervator> yep - groundswell :D
- [2012-06-09 17:38:38] <woodspeople> yep
- [2012-06-09 17:39:03] <Cervator> so we need a simple art style, most likely blocky, but more detailed than MC like with glasz and A'nW's dwarves - sound sensible?
- [2012-06-09 17:39:17] <woodspeople> but it could be blocky with an interesting edge
- [2012-06-09 17:39:26] <woodspeople> i personally love the disconnected style - more imaginative
- [2012-06-09 17:39:29] <Cervator> can specialize a bit past that with disconnected elementals, angulons, etc :-)
- [2012-06-09 17:39:40] <Cervator> yeah but harder to follow for a wide audience
- [2012-06-09 17:39:41] <SuperSnark> The Angulons are clumping! The Angulons are clumping!
- [2012-06-09 17:39:41] <woodspeople> first steps blocky? angulon later?
- [2012-06-09 17:40:06] <Cervator> something you have to apply to everything to really get the style right, like trees, plants, and architecture - at least that's the feel i get from it :-)
- [2012-06-09 17:40:09] <Overdhose> get ready for an angulon attack!!!!!!
- [2012-06-09 17:40:19] <SuperSnark> lol
- [2012-06-09 17:40:21] <woodspeople> eh, people are eager to understand systems, they love weird detail as long as it's consistent
- [2012-06-09 17:40:33] <SuperSnark> agreed
- [2012-06-09 17:40:39] <Overdhose> aye
- [2012-06-09 17:40:54] <woodspeople> motto: make it yours, or something
- [2012-06-09 17:40:57] <Cervator> true, but can we keep up that level of consistency with anything but extreme simplicity in such a open environment? :-)
- [2012-06-09 17:41:27] <woodspeople> what's wrong with extreme simplicity?
- [2012-06-09 17:41:37] <Cervator> nothing! it's good
- [2012-06-09 17:41:51] <woodspeople> overdhose's bobbing heads are actually pretty cool
- [2012-06-09 17:41:59] <woodspeople> i like the disembodied head thing
- [2012-06-09 17:42:12] <Cervator> the disconnected style IMHO is just an example of non-extremely simple - if still great looking :-)
- [2012-06-09 17:42:16] <woodspeople> what we say is real is real and actually people love that
- [2012-06-09 17:42:28] <Overdhose> I actually tried to find a better model for them but so far ....
- [2012-06-09 17:42:40] <Cervator> phone again, sec
- [2012-06-09 17:43:04] <Overdhose> please hold *
- [2012-06-09 17:43:24] <Overdhose> all our catmasters are busy at this point
- [2012-06-09 17:43:35] <Overdhose> you are nimber 32 in the queue
- [2012-06-09 17:43:46] <Overdhose> number*
- [2012-06-09 17:44:06] <SuperSnark> =)
- [2012-06-09 17:44:12] <metouto_> someone sing please
- [2012-06-09 17:44:15] <immortius> I knew I shouldn't have subscribed to the 24 hour meow channel.
- [2012-06-09 17:44:29] <woodspeople> overdhose every time i see your pic i think you really are 10 or something
- [2012-06-09 17:44:31] <Cervator> of course today the phone keeps ringing so i can get teased :D
- [2012-06-09 17:44:48] <Cervator> what's the bobbing heads thing again?
- [2012-06-09 17:45:02] <woodspeople> just that the monkeys have no bodies. it's consistent so it doesn't matter
- [2012-06-09 17:45:06] <Cervator> oh, heh, right
- [2012-06-09 17:45:07] <Overdhose> if you would like to complain about long waiting times, please press ctlr + alt + del on your phone to connect to our complaint service
- [2012-06-09 17:45:14] <woodspeople> my point is, if you are consistent people will accept/like just about anything
- [2012-06-09 17:45:23] <Cervator> yeah, i agree
- [2012-06-09 17:45:27] <Cervator> and we need the consistency
- [2012-06-09 17:45:39] <woodspeople> even if it's foolish
- [2012-06-09 17:45:41] <Cervator> isn't that easier to achieve with simplicity tho?
- [2012-06-09 17:45:53] <woodspeople> out of simplicity comes complexity
- [2012-06-09 17:45:57] <woodspeople> that's the open source way
- [2012-06-09 17:46:00] <Cervator> zenny
- [2012-06-09 17:46:06] <glasz> what do you mean by simplicity?
- [2012-06-09 17:46:16] <woodspeople> build a creature
- [2012-06-09 17:46:18] <Overdhose> more taoist I think
- [2012-06-09 17:46:26] <woodspeople> i am actually
- [2012-06-09 17:46:28] <Cervator> blocky = simple
- [2012-06-09 17:46:56] <Cervator> disconnected blocky = more distinct and nice, but also slightly less simple :-)
- [2012-06-09 17:47:05] <glasz> blocky like even less details?
- [2012-06-09 17:47:16] <Cervator> i still love it, but wonder if we can apply that at the global level rather than as a sub-style?
- [2012-06-09 17:47:24] <dei_> depends on the shrinking factor
- [2012-06-09 17:47:25] <Cervator> naw, level of detail is good on all our current models IMHO
- [2012-06-09 17:47:27] <dei_> ..
- [2012-06-09 17:47:30] <dei_> (detail)
- [2012-06-09 17:47:30] <Overdhose> no I think the detail level is fine as is
- [2012-06-09 17:47:31] <woodspeople> well even when something's simple there has to be a simply fun thing about it. if it's not disconnected it could be one other thing like the faces
- [2012-06-09 17:47:49] <woodspeople> i like the faces
- [2012-06-09 17:47:56] <Cervator> facial expressions could be another sub-style?
- [2012-06-09 17:48:04] <begla> Not quite related to the current discussion... But when talking about simplicity. Did we completely abandon the procedural creature thought? Might be a nice addition, quite distinct and something I'm interested in
- [2012-06-09 17:48:11] |<-- dei_laptop has left freenode (Ping timeout: 245 seconds)
- [2012-06-09 17:48:13] <begla> Very interesting publication in that regard: http://www.youtube.com/watch?v=oCXzcPNsqGA
- [2012-06-09 17:48:14] <glasz> well, if you watch minecraft it is disconnected too, just less obviously (just to understand, i dont care about the disjointed style)
- [2012-06-09 17:48:20] <woodspeople> procedural creature?
- [2012-06-09 17:48:35] <Cervator> 1) all creatures are blocky; 2) some creatures might be disconnected/disjointed; 3) some creatures might have faces
- [2012-06-09 17:48:41] <Cervator> and yeah, that's true on MC
- [2012-06-09 17:48:52] <Cervator> procedural creature stuff - that's a good reminder
- [2012-06-09 17:49:04] <Cervator> way back when we were thinking about building creatures out of smaller parts
- [2012-06-09 17:49:10] <Cervator> a simple example is a zombie
- [2012-06-09 17:49:16] <Cervator> which may have missing limbs
- [2012-06-09 17:49:25] <Cervator> (at least i think that was one example)
- [2012-06-09 17:49:29] <woodspeople> procedural creatures are relatively easy
- [2012-06-09 17:49:41] <begla> That's what I wanted to hear
- [2012-06-09 17:49:42] <begla> :D
- [2012-06-09 17:49:42] <Cervator> Dwarf Fortress also has a lot of crazy random creatures, which is easy to do in text
- [2012-06-09 17:49:55] <glasz> yeah i have thought about combining body parts
- [2012-06-09 17:50:10] <Overdhose> sounds interesting
- [2012-06-09 17:50:21] <woodspeople> then making creatures is defining params
- [2012-06-09 17:50:31] <Cervator> we probably would need to meet somewhere in the middle - could have different torsos you can attach different numbers of limbs to, etc
- [2012-06-09 17:50:33] <immortius> the disconnected models may go well with this. If you have a set of base skeletons (bipedal, quadrapedal, unipedal), then attach different mesh to the different bones...
- [2012-06-09 17:50:50] <glasz> when i made the death angel i imagined it had 2 torso parts
- [2012-06-09 17:50:54] <begla> Excellent for gibbing too ;)
- [2012-06-09 17:50:56] <Cervator> that'd be cool too
- [2012-06-09 17:51:10] <Overdhose> love that vid Begla
- [2012-06-09 17:51:34] <woodspeople> dog again
- [2012-06-09 17:51:42] <glasz> you coud plung a biped part on a horse neck and have centaurus
- [2012-06-09 17:51:44] <Cervator> do we need to worry about changing anything else then if we go more disconnected/disjointed? like the trees, architecture, etc? that was my main concern, along with whether artists will be able to follow it easily enough, consistently? :-)
- [2012-06-09 17:52:12] <glasz> i think the disjointed is consistent because its animated
- [2012-06-09 17:52:29] <glasz> on something static it would look stranger
- [2012-06-09 17:52:48] <Cervator> that video reminds me of that weird browser thing where you generated wheeled "creatures" to see how far they could go
- [2012-06-09 17:54:36] <woodspeople> his dark materials
- [2012-06-09 17:55:03] <begla> Should be no problem Cerv
- [2012-06-09 17:55:10] <begla> All goes well together with a skeletal aniamtion system
- [2012-06-09 17:55:12] <woodspeople> you could start with a very simple procedural model for creatures then add functionality over time
- [2012-06-09 17:55:16] <woodspeople> not that i have time for it
- [2012-06-09 17:55:24] <woodspeople> wish i did
- [2012-06-09 17:55:35] <begla> Would love creatures evolving from water to land ;)
- [2012-06-09 17:55:41] <woodspeople> and back
- [2012-06-09 17:55:44] <begla> Yeah!
- [2012-06-09 17:55:56] <Overdhose> http://www.youtube.com/watch?v=bBOXIhFCqBE&feature=fvwp
- [2012-06-09 17:56:08] <Overdhose> have a look at that littlefellow
- [2012-06-09 17:56:15] <begla> Uah
- [2012-06-09 17:56:15] <begla> Unfortunately, this UMG-music-content is not available in Germany because GEMA has not granted the respective music publishing rights.
- [2012-06-09 17:56:20] <Overdhose> all he needs is a world to frolic around
- [2012-06-09 17:56:22] <Cervator> okay, next order of business: how do we recruit theinquisitor from youtube to work on Terasology :D
- [2012-06-09 17:56:59] <Cervator> it is a long creature like from the other video that's mostly purple and indeed very frollicy
- [2012-06-09 17:57:23] <Cervator> okay, so where were we :D
- [2012-06-09 17:57:41] <begla> This publication built the foundation for all the stuff from... www.naturalmotion.com
- [2012-06-09 17:57:48] <begla> Good luck with recruiting him :)
- [2012-06-09 17:58:23] <Cervator> we *can* do the disjointed setup as a global with technical advantages and there shouldn't be anything concerning about having other artists able to follow it and no substantial clashing with other stuff in the world? :-)
- [2012-06-09 17:58:24] <woodspeople> writing these things is low level in biology these days
- [2012-06-09 17:58:55] <Cervator> (i'd love that, incidentally, just was worried too distinct could be trouble?)
- [2012-06-09 17:59:18] <immortius> Artificial Life by Steven Levy is a great read btw
- [2012-06-09 17:59:21] <woodspeople> if anybody wants to write a procedural creature generator i'd be happy to give tips as a biologist and simulator writer, cannot give more
- [2012-06-09 17:59:42] <Cervator> seems like it would go well with the procedural plant generator :-)
- [2012-06-09 17:59:51] <glasz> i think we can, i can propose less disjointed concept models also
- [2012-06-09 17:59:52] <woodspeople> yep, same sort of thing
- [2012-06-09 18:00:28] <Overdhose> hehe my first comment : can't wait for plant monster studio :P
- [2012-06-09 18:00:35] <Cervator> okay - think that's enough to go on for art style then? do you want to lead it up in that sense, glasz? the order bit is the thing about how to introduce a decision process on the art style
- [2012-06-09 18:00:47] <Cervator> er, other bit
- [2012-06-09 18:00:56] <woodspeople> PMS? he he
- [2012-06-09 18:01:06] <Cervator> haha
- [2012-06-09 18:01:09] <Overdhose> grin
- [2012-06-09 18:01:32] <Overdhose> monster plant studio then :D
- [2012-06-09 18:01:53] <Cervator> an outright art lead would probably the easiest way to maintain a consistent art style and to work some sort of decision process
- [2012-06-09 18:02:03] <woodspeople> if we had not died financially and respawned as corporate hacks we were planning to enlarge PS to simulate lots of things
- [2012-06-09 18:02:05] <begla> Might come back to that woodspeople
- [2012-06-09 18:02:12] <woodspeople> agree on outright art lead
- [2012-06-09 18:02:28] <Cervator> and i know about as much about making decisions around art stuff as i do on fixing cars (i'll let you guess whether that's a lot or a little...)
- [2012-06-09 18:02:29] <begla> "if anybody wants to write a procedural creature generator i'd be happy to give tips as a biologist and simulator writer, cannot give more"
- [2012-06-09 18:02:52] <Cervator> tag, you're it, glasz? :-)
- [2012-06-09 18:03:03] <woodspeople> why do people's names sometimes turn red?
- [2012-06-09 18:03:05] <glasz> i was thinking we could decide what will be our second in game creature, propose graphics, have people comment on it (non artists included of course) and from that have our first creature and derive the style from it
- [2012-06-09 18:03:36] <Overdhose> using Xchat I guess?
- [2012-06-09 18:04:01] <Cervator> no names turning red here, but there's generally some sort of highlighting when your username is mentioned in chat
- [2012-06-09 18:04:14] <woodspeople> oooooh
- [2012-06-09 18:04:26] <woodspeople> chat newb
- [2012-06-09 18:04:56] <Overdhose> hehe same here but I figured it out while looking at the settings
- [2012-06-09 18:04:58] <glasz> cervator i can be but the more people participate in the decisions the better for me
- [2012-06-09 18:05:08] <Cervator> most certainly
- [2012-06-09 18:05:24] <woodspeople> don't worry people will chime in :)
- [2012-06-09 18:05:30] <glasz> :)
- [2012-06-09 18:06:00] <Overdhose> can't wait to slap that "free" goblin :P
- [2012-06-09 18:06:15] <woodspeople> you and your slapping
- [2012-06-09 18:06:17] <glasz> beware , they bite :p
- [2012-06-09 18:06:19] * Cervator wanders around Xenforo trying to find that place to set custom titles again
- [2012-06-09 18:06:58] <Overdhose> aye me and my slapping :P as snoop dog said : my pimp hand be way strong ^^
- [2012-06-09 18:07:23] <Cervator> begla, help :D
- [2012-06-09 18:07:28] <Cervator> where do you title people arrrrr
- [2012-06-09 18:07:38] <begla> One moment
- [2012-06-09 18:08:33] <Cervator> i think that might be it for the meeting then :-)
- [2012-06-09 18:08:39] <begla> http://forum.movingblocks.net/admin.php?users/cervator.2/edit
- [2012-06-09 18:08:44] <Cervator> not that you all can't stay till we turn off the lights later!
- [2012-06-09 18:08:57] <Cervator> oh duh
- [2012-06-09 18:09:03] <Cervator> maybe i should've checked the other tabs...
- [2012-06-09 18:09:07] <begla> lol
- [2012-06-09 18:09:28] <Cervator> brb (not phone!)
- [2012-06-09 18:10:24] <woodspeople> begla will look for paper on vertebrate motion simulation, there must be tons
- [2012-06-09 18:11:52] <glasz> i remember a java app whrere you created and manipulated line based creatures
- [2012-06-09 18:11:59] <Cervator> back - i await the day when a procedurally generated millipede shows up at my fortress' front door to do a dance routine with eagerness :D
- [2012-06-09 18:12:20] <Overdhose> those evolved virtual creatures are fun... watching a vof of an 18000th generation evolution
- [2012-06-09 18:12:31] <woodspeople> swimming easy, collision avoidance on land harder
- [2012-06-09 18:12:40] <Overdhose> vof = vod *
- [2012-06-09 18:12:44] <Overdhose> vid*
- [2012-06-09 18:13:22] |<-- begla has left freenode (Remote host closed the connection)
- [2012-06-09 18:13:33] <Cervator> oh, hey, dei_ even has an avatar in the forum now, and glasz a new title - you need to get yourself an avatar too, you stick out now :D
- [2012-06-09 18:13:56] -->| begla ([email protected]) has joined #terasology
- [2012-06-09 18:14:01] <glasz> i'll get one
- [2012-06-09 18:14:05] <woodspeople> looks like meeting is breaking up
- [2012-06-09 18:14:09] <woodspeople> bye folks
- [2012-06-09 18:14:10] <dei_> even a real photograph of myself..
- [2012-06-09 18:14:15] <Cervator> see ya, thanks for coming :-)
- [2012-06-09 18:14:20] <glasz> bye
- [2012-06-09 18:14:22] <dei_> bye
- [2012-06-09 18:14:29] <woodspeople> bye
- [2012-06-09 18:14:46] |<-- woodspeople has left freenode (Quit: Page closed)
- [2012-06-09 18:14:48] <Cervator> glasz - anything remaining you want to discuss on the direction/decision process for art stuff?
- [2012-06-09 18:14:56] <Cervator> or you want to just come up with something?
- [2012-06-09 18:15:30] <glasz> no i'm ok for now
- [2012-06-09 18:15:40] <Cervator> cool :-)
- [2012-06-09 18:16:28] <Cervator> oh! belated record set, 20 online on IRC :D
- [2012-06-09 18:16:35] <Cervator> (counting woodspeople)
- [2012-06-09 18:17:05] <Cervator> i'll post a summary in the event thread a little later then plus a chat log :-)
- [2012-06-09 18:17:22] <dei_> I'm still undecided if I should build the idea-thing from the github issues or an own db
- [2012-06-09 18:17:24] <Cervator> thanks everybody for coming and continuing to help us grow this project together!
- [2012-06-09 18:17:43] <Cervator> i dunno, either works
- [2012-06-09 18:17:52] <dei_> any points to consider?
- [2012-06-09 18:17:55] <Cervator> key is avoiding a second user login
- [2012-06-09 18:18:08] <dei_> that would be in anyway
- [2012-06-09 18:18:23] <Cervator> (or a third user account, anyway, could reuse github as a pretty needed thing for most contributors)
- [2012-06-09 18:18:53] <dei_> someone against it, if I'm building this thing on a external db?
- [2012-06-09 18:18:58] <Overdhose> when you say based from github issues, you mean an export of the data
- [2012-06-09 18:19:11] <dei_> (relying on authentication from github)
- [2012-06-09 18:19:25] <dei_> I mean export and import..
- [2012-06-09 18:19:33] <Cervator> nah, more just because github is there and we can fake-use it as a DB that most users will have an account on already
- [2012-06-09 18:19:36] <dei_> more precisely working on the github data
- [2012-06-09 18:19:42] <dei_> over an api
- [2012-06-09 18:19:59] <dei_> and saving the votes and additional info in a db
- [2012-06-09 18:20:00] <Cervator> Xenforo might be a little more tricky to work on
- [2012-06-09 18:20:09] <Cervator> begla - still around?
- [2012-06-09 18:21:49] <Cervator> i'm sort of wondering how hard it would be to just entirely integrate it into Xenforo like a fancy poll addon
- [2012-06-09 18:22:04] <Overdhose> heh
- [2012-06-09 18:22:34] <dei_> seems rather hard
- [2012-06-09 18:22:59] <Cervator> i haven't looked, but it sounds like Xenforo isn't the easiest to work with?
- [2012-06-09 18:23:15] <Overdhose> that's what I also read
- [2012-06-09 18:23:20] <dei_> because xenforo is not made for categorization, single-post management
- [2012-06-09 18:23:31] <Cervator> would it help to look at something like the advanced rating addon?
- [2012-06-09 18:23:46] <dei_> its completely different to issue-/idea-tracking
- [2012-06-09 18:23:59] <glasz> have to go, bye people
- [2012-06-09 18:24:03] <Cervator> mainly just thinking that it tracks ratings/votes :-)
- [2012-06-09 18:24:05] <Cervator> see ya glasz
- [2012-06-09 18:24:18] <dei_> if it would be doable technically in code
- [2012-06-09 18:24:23] |<-- glasz has left freenode (Remote host closed the connection)
- [2012-06-09 18:24:36] <dei_> it wouldn't work because of different handling logics
- [2012-06-09 18:25:07] <Cervator> okay :-)
- [2012-06-09 18:25:08] <dei_> a forum is to different to a issue tracker from its data model
- [2012-06-09 18:25:17] <Overdhose> whoa that late already didn't realise we were here that long already
- [2012-06-09 18:25:32] <Cervator> yeah, couple hours for the main bulk
- [2012-06-09 18:25:37] <dei_> sure we could implement some half-hearted aproach
- [2012-06-09 18:25:55] <dei_> but if we make something I wanna do it right from the beginning
- [2012-06-09 18:26:19] <Overdhose> half hearted :P
- [2012-06-09 18:26:36] <Cervator> that's fine - the #1 thing i'd hope for then is the authentication piece to minimize user trouble in using it :-)
- [2012-06-09 18:27:04] <Cervator> (and other user conveniences like easy links from Xenforo threads or GitHub, or something)
- [2012-06-09 18:28:00] <dei_> halfhearted think that should be english
- [2012-06-09 18:28:15] <dei_> http://www.merriam-webster.com/dictionary/halfhearted
- [2012-06-09 18:29:02] <dei_> i'll look for these simplifications
- [2012-06-09 18:29:22] <Cervator> i'm going to take a little break myself - i'll help out primarily with the idea organizing while leaving the 3d wizardry to begla and immortius and artsy stuff to glasz et al :-)
- [2012-06-09 18:30:02] <Overdhose> cat - egorizing for Cerv :P
- [2012-06-09 18:30:10] <Cervator> (begla, if you pop up - any opinion on how easy it is to work with the DB Xenforo uses? curious if there's anything i can look at to make Nodes as Tabs work)
- [2012-06-09 18:30:17] <Cervator> yeah, rather appropriate ;-)
- [2012-06-09 18:30:54] <Cervator> thanks again off - afk a while :-)
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