A simple Question.

A simple Question.

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Argh
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A simple Question.

Post by Argh »

Where in the SVN can I find a list of all files called in OTAContent.sdz?

I am trying to wring the very last of the non-GPL stuff out've NanoBlobs, and it would be very nice to know, because I'm getting tired of figuring it out by the "crash and burn" method ;) Thanks in advance...
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Argh
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Post by Argh »

And yes, I am now brute-forcing it with a grep parser. Hopefully I am not the first person to make this manifest, but meh...
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Argh
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Post by Argh »

Answer no. 1: There are 3 sounds that are explicitly called by Spring, and must be replaced by sounds (that adhere to the Creative Commons license) with these exact names:

beep6.wav
beep4.wav
button9.wav

Now, on to graphics files.
Last edited by Argh on 27 Aug 2006, 11:14, edited 1 time in total.
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Argh
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Post by Argh »

Answer no. 2: There is only one BMP file required in a Creative Commons-compliant mod (my bad earlier, I keep forgetting that only my BOS source is defendable under GPL).

This was a very surprising answer.

The file? armsilo1.bmp, which is used for all Stockpiled weapons (at this time).

It would appear that not having cursors will not cause a crash. Let's test this, shall we?
Last edited by Argh on 27 Aug 2006, 11:15, edited 1 time in total.
Mugslugs
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Post by Mugslugs »

they don't although it should tell you there any because its annoying when they are not there and it makes it impossible to quit the game :P
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Argh
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Post by Argh »

I will be gosh-darned! You can run Spring without a crash, without cursor files!

So, it appears that I just have to replace the cursors with suitable defaults (nevermind making them pretty at the moment)...

And then...

I have built the first mod that has zero non-GPL dependencies. The only thing it calls is Bitmaps.sdz, and all of the files in there other than armsilo1.bmp appear to be original work. SJ, if you're around... please let me know whether or not this is truely the case, since I intend to release the mod's code as GPL and the contents under Creative Commons... I must be sure.
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KDR_11k
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Post by KDR_11k »

Yep, I figured that out when I killed the dependency on OTA_content.sdz for CvC for testing purposes.

I remember that a few weeks (or months?) back someone offered a complete set of new cursors in a thread here. I think those may be suitable for this. EDIT: Here.

Will you isolate the CC dependencies from your mod so others can include them without having to put them into their download?
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Argh
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Post by Argh »

Hmm. That'd solve it, for now. Erom has stated they're free for everybody to use, which should satisfy the Creative Commons clause. They're not perfect, but I can appeal to him or others to make a better set later.

As for the CC dependencies... er... what part of NanoBlobs is CC dependent on??? I wasn't aware that you were making use of the mod's files, let alone calling them as a dependency... and quite frankly, just about everything has been changed a LOT. NanoBlobs has gotten rebuilt and rebuilt and... you get the picture. I would be quite surprised if I haven't thoroughly broken anything you're relying on to be there, tbh.

NanoBlobs has never been intended to be a complete replacement for the dependencies that OTA mods have- I've been using it as my starter project with Spring, and to help developers, first with AI, then with Spring in general. That larger goal, I'm afraid, will involve a lot more work... not only by content creators, but also, in the longer term, by modders. Very simply, I think it is high time to get away from all the OTA files, period. It's not hard... just a lot've grinding work.
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KDR_11k
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Post by KDR_11k »

CC means Creative Commons in this context, I was hoping we could dynamically link to the Creative Commons stuff you're using to replace the hardcoded OTA_content.sdz stuff.
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Argh
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Post by Argh »

Ah. Well, that's no biggie... the only trick is coming up with a suitable icon for Stockpile... any takers? I'm too pooped to make decent art right this minute...
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Argh
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Post by Argh »

Here we go. You can download them here. I have no doubt that somebody could probably make nicer sounds, but I'm in a hurry, and after making sounds for all of NanoBlobs... I'm too tired.

Download these replacements for the sounds currently in otacontent.sdz here.

These are 44kHz, mono-channel sounds, like all but one of the files in NanoBlobs. I make no apologies for their relatively large size, just like I'm not apologizing to anybody who can't run 128 simultaneous sounds with the next version of NanoBlobs... quality really outweighed everything else. But if you wish to compress them or whatever, be my guest :-)

And, for the record, I hereby release these sounds, which I have edited to the point they are no longer anybody else's Prior Art into the Public Domain, under the terms of the Creative Commons License.
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Tim Blokdijk
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Post by Tim Blokdijk »

Work was quite demanding last two weeks so I did not check up on Spring but it's great to see you nailing the Spring content problem. :-)

I hope to pick up the mod development discussion today, the coming week will still be very busy at work but I will fit Spring in somewhere. :wink:
But first I have to read up on two weeks of forum posts..
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jcnossen
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Post by jcnossen »

OTAContent is just passed around with spring installers, it isn't on svn actually, but you probably figured that out by now.

trunk/game/bitmaps/* is copied into bitmaps.sdz when building the installer.

Nice to see this work being done.
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Argh
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Post by Argh »

Meh... it was surprisingly little work, actually. I was expecting to have to replace a lot more stuff.

The really hard part is that you guys are committed to throwing out a large chunk of OTA's files with every release. I could rework the sounds enough to qualify as original Art, but quite frankly, you should go find an expert. I'm pretty good with the ol' software mixer, but getting it all to be super-clean is quite difficult stuff. It's taken me the better part of 16 hours to master and clean up all of the new sounds for NanoBlobs, and that's maybe 10% of the number of sounds in otacontent.sdz...
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jcnossen
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Post by jcnossen »

Maybe another solution is to look around for free sounds. http://freesound.iua.upf.edu/packsView.php ?

There are a lot of free sounds avaiable, either in public domain or under CC.
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Argh
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Post by Argh »

Yeah, that's where I got the starting-blocks of what I put together for NanoBlobs.

But:

1. To make absolutely sure that they were OK to release under CC rules, I rebuilt them all in substantial ways. There is no way anybody could claim that the sounds aren't mine- they're in different formats, have different waveforms, etc., etc. This isn't terribly easy to do.

2. The sounds I found, for the most part, were of fairly low quality. They required a lot've tweaking with low-pass filtering and other tricks to clean them up, and lots of work to keep them from clipping, etc. I dunno if you've ever done stuff with sound before, but it's not like waving a magic wand. A lot of the things I started with were crappy, and I fixed them. Some of them, I blended with others. Some I cut them in half, stuck the halves together, and then did other filtering passes. Etc. Some you'd never know what the source was. Some you might, but you'd be like, "hey, that doesn't sound nearly the same anymore".

Once cleaned up... they sound awesome, and I think NanoBlobs is 100% cooler as a result.

But it wasn't exactly just a matter of downloading some random sounds, y'know? There aren't a lot've good sounds for games available under CC, that have a very specific feel, etc.- and it's not like people make sets of them in the sizes required for Spring, and just hand them out for free. Doing something like this is not a minor undertaking. That's why I suggested finding a pro- somebody with really sharp ears and complete understanding of the techniques. I might be able to do this, but it's not going to be fast, to put it one way- and I'd rather contribute to the graphics end- the new effects for weapons and the new groundscars, etc., are just begging for somebody to make a bunch of solid stuff for them...
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KDR_11k
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Post by KDR_11k »

jcnossen wrote:Maybe another solution is to look around for free sounds. http://freesound.iua.upf.edu/packsView.php ?

There are a lot of free sounds avaiable, either in public domain or under CC.
That's cool, I grabbed the unit_fx pack but Spring tells me "invalid format tag". What format do they have to be in? The sounds are 8000Hz, 8bit, Mono. Winamp messes playback up as well while sndrec32.exe can play them just fine...
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Erom
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Post by Erom »

Dudes, where is armsilo1.bmp hiding? I found ArmSILO.PCX in otacontent\unitpics\ but that's it.

EDIT: Nevermind, I found it. But you know it's located in bitmaps.sd7 and not otacontent.sd7? Not that that changes the fact that we should replace it at all.
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Erom
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Post by Erom »

Here's some quick options for armsilo1... feel free to replace them when you get something better.

Image Image Image
Also, so they are CC complient: I hereby relinquish all Copyrights to these files, and release them into the Public Domain.
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SinbadEV
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Post by SinbadEV »

I Claim This Image For "The Tyrant Benjie Fan Club and Co-Op"... hurray for public domain.
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