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1  General Category / General Discussion / Re: General direction before "the end" on: July 10, 2012, 09:23:10 AM
I'm slowly scraping 3D artwork and moving it to OGA.

I can't find any contact to Infrared, our artist who did some brilliant models. Would be great if I'll be able to e-mail him.

Oil Tank, Rusty Barrel, Watch Tower and Water Tower were made by Continuum. Those are wonderful pieces, but there are some licensing issues, described on our forums: http://forums.parpg.net/index.php?topic=234 . For me the deal is rather simple - avoid those works with licensing problems. If I'll put only untextured models to OGA, it's barely any profit for anyone. And I can hardly recall seeing it anywhere but in forums (they're not available in game's rendered scenery) so I have to assume none of the problems were solved.

EDIT:
I think the work is finished, more or less. I went through repo models and my personal belongings. Also, I've mailed Infrared, who happens to be freedroid contributor, but I got no reply, so I'll leave the things as they are. I assume this part of work is done.

I'm still not sure what to do with our written goods, I guess we have some time to wait, and maybe any of our writers will be interested in saving those somewhere, publishing as short stories somewhere, who knows.
2  General Category / General Discussion / Re: General direction before "the end" on: June 01, 2012, 08:10:32 PM
Just my two cents (or whatever you guys use where you live):

The project isn't "frozen". It's being actively ceased, and that's a major difference. It'll vanish by the end of this year (that's the plan - of course a miracle may happen), so nobody is pushing things forward for a good reason. We planned to release our "final version" and summarize our achievements, failures and personal experiences to wrap up the project completely before closing.

We have to change it heavily to be able to continue after that, current development model doesn't seem to work properly. Leave behind some lead weight, throw away all the excess baggage, take some stuff we like, and some souvenirs maybe, and start a new adventure (or quit the journey). I know what Beliar tackles into the future is our code. I see him programming steadily for a good couple of years now, and I must say I'm really impressed with what he has done so far. If you want to code what will be a game, or a game module, in the future - I'd say help him.

In two months from now I'll try to break into our cashed artwork and scavenge whatever is scattered around forums, and move it (whatever is re-usable) to OGA. It will be probably my last major contribution - not really to the project, but to it's authors. (of course I'll help with the last release as well).
3  Development / Programming / Re: Doing some bugfixes, thought you'd wanna know... on: May 19, 2012, 06:22:54 PM
Hi!

Please, try to contact with Beliar before doing anything serious.
From what I understand, he is currently restructuring whole our codebase.

As for "dying" - it's not quite accurate.
I'm trying to think about it more like "maturing", advancing one level higher. Of course, we will lose our mortal shell during the changes, but not all will be lost. 

The sad truth is, the community focused around free game development after the "credit crunch" is barely carrying the major projects - that is Wesnoth, Freedroid, 0 AD and various "remakes" in many stages of development - big stuff in general. There's no flock of people here, as it was a couple of years ago. Though there always was, is and will be no sufficient manpower to push PARPG where it was planned to be pushed.
4  General Category / General Discussion / Re: Status of all things PARPG? on: May 07, 2012, 12:14:39 PM
Life's been a bit bitter to me, so I took a break from the project to swim a bit forward life-wise. I've wrote that on forums.  That's why you haven't seen me lately. I'm still looking for work, slowly and steadily. I have plenty of free time, but it was time to stop lying to myself - earning 1700 euro per year (no typos here) is in fact a road to nowhere, doesn't matter if the project will succeed or fail - I'd lose anyway. I'm 30, not in teens, or in twenty-something, with my own budget on my head. It used to be better, now it's bad, and this is how it is when one is a freelancer. It may still all change if the place I work for will turn around somehow and offer me more work.

To solidify my plans a bit: I'll be back for two more, rather long windows, that is early summer (July? June?) and autumn (starting from October) this year.
During first period I wanted to try to move our source 3D models and other stuff to OGA repository, also asking authors what they think about licensing with GPL as well, and providing contact information together with their work. During second period I planned to help to dismantle and move the project wherever it needs to be moved.

After that - probably I'll be quitting the hobby of computer game development entirely. I'd be glad to provide traditional artwork - that is graphics, scanned drawings, photos and so on, to any project I adore, along with artwork-related duties, but I have to refuse to be swamped the way I was swamped here - the situation basically lead to wanting to do everything, yet achieving very little.

And, just to be completely straight with everyone, I can only blame myself for allowing that to happen.

From what I understand, latest Beliar undertaking is transforming PARPG to become a fife module (a kind of RPG plugin) without destroying our file formats - so that PARPG will be the same, as it is now. It doesn't look like ending, more like beginning, almost like a fresh start, level higher in terms of benefiting the community, level higher in maturity.
5  General Category / General Discussion / Asylum - you just have to see it! on: April 13, 2012, 10:26:44 AM
World ended while ago in this place:
http://vimeo.com/40005142
6  General Category / General Discussion / Fallout for free on: April 06, 2012, 10:40:57 AM
It's a limited time deal - you have like 1 or 2 days if you don't have the game already: Fallout (I) is offered for free to download at www.gog.com.
7  General Category / General Discussion / Re: Status of all things PARPG? on: April 05, 2012, 09:19:27 PM
From what I understand, folks starting the project years ago wanted to do an improved Fallout clone with some Planescape:Tornment features. This is quite crude description, I hope it's effective. I assume you know Fallout, and if you like it - you'll probably like Ps:T as well.

As you might have guessed, that's pretty ambitious plan, a bit of utopia right from the start. And this is why Barra considers the project to be failed - at least that's my understanding of "why". The infrastructure is set up pretty much to withstand planned kind of tasks - you have all this divisions, departments and roles that - due to harsh reality - come down to three folks doing anything (or two, as I took the break) - Beliar, our coder, and Shevegen, our "the rest of the team".

Our recent past was Barra's last two recruiting efforts about a year ago, and implementing agile methodology together with Technomage. This led to people arriving in dozens, starting agile development sprint, which ended pretty much with a failure due to overmanagement, bad task distribution, overestimating infrastructure problems and man power, people finding hard to understand agile ways... And all the people disbanded before the sprint even ended, or were thrown out by people who left just after, which happened to aspidites - I guess one of the very few people who came then and had heart for the project (the other would be our writer Rowan, who sometimes is on IRC). Agile approach is our past, but the infrastructure (assembla code repos) prepared back then seems to work really well. The coders have to be comfortable with it, so I don't want to mess with the subject that is irrelevant to me, and quite meaningful for other team members - current or future ones. We're uploading release files on Sourceforge from time to time.

Documentation is really obsolete. Noone cares for anything but the most important docs. In context of the future of the project there is no longer any rational reason to care. The game will be what people will make it, almost all needs to be reinvented and thinked about over and over. I'd be happy keeping, for example, the setting, some quest ideas (at least for inspiration), graphics and RPG mechanics - all this is pretty novel and fresh. But no problems dropping some of those things in terms of implementing them - I'm not a coder, nor a fluent writer, so - again - I can only evaluate inspirational value of those elements.

If the project will continue (doesn't matter if the name PARPG will persist), I think we'll have to start to "think small" - that is rather do a simple game first and start to build content and code on top of that. And that's very unlike what has been done before (creating dialogue editor was one of the last tasks) Again - this is completely beyond my prior experience, I'm pretty much green when it comes to long-term planning of software development, and I don't have a clue about, for example, how hard coding within our codebase is.

Barra said he will pay for the hosting till the end of 2012, the future of the project is yet to be determined by whoever will be on board this autumn. My personal take is pretty post-apocalyptic: take what we like, think what we can do with it, trim all the excess and let it go and be forgotten. Last time I was trying to think about it, I though we can put really lot of the stuff into the code tree, but now I'm completely lost, as this approach may raise a need to have a wiki quite soon, so it's pointless.

We've used FIFE editor for creating maps - this produces XML output that we had to tweak with text editor to put NPCs there (dunno why all call it "agents"). It was last used eons ago to put the beds and the gate in the top left corner of the map.

I hope that's helpful. Again I have to point out I have no real clues about our codebase. Pychan is a bag of worms for me. Beliar, please, if you can give any more precise answers, do so.
8  General Category / Introduce yourself / Re: Just another intro: Knitter on: March 13, 2012, 01:34:18 PM
Also restructure how the project operates, so tht it's less disturbing, clean docs from the pile of project's history, plenty of work.
9  General Category / Introduce yourself / Re: Thought I'd Introduce Myself on: March 13, 2012, 08:06:54 AM
Hello!

if you want to get familiar with game programming, that's the right way Wink
Welcome aboard!

10  General Category / Introduce yourself / Re: Just another intro: Knitter on: March 13, 2012, 08:04:27 AM
Hello Knitter!

I guess we're all waiting for Cardscape to move forward with WT. Here things are not that easy, but we're planning  a release (and migration) soon.

Cheers!
11  General Category / Introduce yourself / Re: Q_x - 2D guy on: March 07, 2012, 12:11:14 PM
Me again Smiley

I have to seriously change how things are rolling in my private life. I have to find a better/another part-time job (you can always help me with this), get myself a bit more on track, more than it was before. To do that properly, I have to take care for my portfolio (and health in general). To do this - again - I have to free my head from most of online stuff and let myself focus a bit more on what's important.

I'll be back, hopefully somewhere around October/November, to help moving things elsewhere and restructure/reorganize the project. I won't be here during the release (but I'll be looking from time to time Wink

Finally - if you have any particular task for me to do - just mail/PM me, I'll prolly have some time free anyway.

Cheers,
Ł
12  General Category / General Discussion / A little bit of (science) fiction on: February 28, 2012, 10:08:13 AM
Hi!
I've promised to share this idea, so here it goes:
How about world leaders experimenting with some strange weapon of mass destruction, and finally using it during WW III?

I mean this could be anything: weather manipulation, gravitation manipulation, starting volcanoes and earthquakes.
This could leave some strange artifacts active through centuries - places with extraordinary weather, places where gravity is turned upside down, or where dust collects in the air, hot springs or deep, endless tunnels.

What's better, there could exist a piece of working machinery that can be turned off.
13  Development / Writing and Quests / Re: Main Story Arc Idea: "Odin's Six" on: February 28, 2012, 09:59:18 AM
You can do anything with your story - it's yours. The setting alone is not a part of the project from the licensing point of view, but some parts of it (like names) may be. If you're afraid of being sued for using your own outline - if you're the copyright holder, the only way you could be sued is by yourself.

Writing is not going forward at all, there are like three of us doing anything on a regular basis here.

14  Development / Programming / Re: Scripting system feedback on: February 24, 2012, 05:44:13 PM
I don't know how the interface looks - quite possibly there isn't any - to access PC's or NPC's stats or calculate map data (like the distance between PC and a given target). But what I would do with it would be quite easy on math side - sqrt and log (modulo?) it's probably most advanced math I'd see used in any mechanics. Sqrt may be generalized to exponentiation.

Sorry for replaying you so late. I've been deadly busy (which hopefully is over for this month) and in the evenings I've been playing with USB linux distros, so my keychain was pretty much unavailable.
15  Development / Programming / Re: Scripting system feedback on: February 19, 2012, 04:32:16 PM
I don't think it's that important for now to extend it in GUI direction, at least not now. Just a dream. I hope other stuff will be more doable.
Edit: but tings like simple math would be cool (when testing PCs attributes, nothing more than +, -, *, / and sqrt - things like fractals and plasma would better be done in pure python anyway).

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