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    Pruning image and sound assets distributed with the game engine

    Scheduled Pinned Locked Moved Map Making
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    • LaFayetteL Offline
      LaFayette Admin @Cernel
      last edited by

      @Cernel said in Pruning image and sound assets distributed with the game engine:

      Of course, I'm just talking theorically here, as clearly we don't have anybody that wants to provide such images, nor a developer that wants to accept any of them, looks like.

      The idea of adding random artwork for the sake of future benefit to the game engine, to actual detriment (adds to maintenance cost), seems to be a bad idea. Particularly when there are other, easier to find and more appropriate places to place such artwork. It's not a matter of 'accepting' it or not, it's about adding assets to the right location and making them available properly.

      If just a couple maps use images, let's say that the map is new and maybe will not be played by more than a dozen players, why should the thousand plus TripleA players all have to download that image when they could just download it with the map?

      Given bundling with the engine means images are now dependent on more than one map and dependent on a game engine release, it does not seem to be a flexible or very desirable thing to do, particularly if it's just for the sake to distribute those images to potential map makers. It's much better to provide them in a consolidated context with documentation.

      No idea if you are, instead, thinking about a process in which, if a mapmaker would want to make a "Revised with cavalry" map, he could provide the units and ask for them being added to the assets right before adding the otherwise working map using them to download list; that would work too, but it would be a very conservative process, even if documented anywhere (which I don't think it currently is).

      I'm not thinking about as a process, no. 'Dutch' might be added to the game engine assets, but nobody has volunteered to do the analysis of whether all dutch players actually have the same images. Given the status-quo is to leave it as is, it'll probably be left as is. Particularly now that the maps download quickly, the need to bundle with the game engine is far, far less than previous when map downloads were very slow and took a very long time. In other words, because maps download faster, it's fine for them to be a bit 'fatter', particularly if it means the game engine is slimmer (which provides a benefit to all).

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      • LaFayetteL Offline
        LaFayette Admin @Cernel
        last edited by

        @Cernel said in Pruning image and sound assets distributed with the game engine:

        Obviously, that would be up to the developers to decide. You can decide if the "cavalry" or the "train" deserves to be there just like you decide if the "Canadians" deserve the same. In the moment something new gets added, that is just a bet on the future, more or less like adding a new feature. What I said is that following the concept to "provide a high coverage of any possible needs for historical WW2 games", especially with respect to be at least able to use in sensible ways all that the program currently offers (mostly xml) would be a better basis than looking at what is currently being used, as that is just mostly the consequence of what has been available so far and what the mapmakers happened to decide, hardly with coherence amongst maps, even for the basic WW2, as I detailed.

        You're ignoring there are other ways to distribute images, they 100% do not have to be downloaded with the game engine to distribute them.

        It's also not a matter of 'deserve', it's a probabilistic assessment based on how many times we expect an image to be downloaded. The original roots came from SVN days when downloading maps was very slow, adding to the main download a single set meant maps using those images could be downloaded much more quickly. It was significant as waiting many minutes for map download, and repeatedly was a deal breaker. Over the 10 WWII maps, if they all each took 5 minutes to download, which at one point was the case before we migrated to a faster server, and before it was possible to download in parallel, that meant a player had to in serial download maps over the course of an hour to have the core WWII. That is the original reason why much of any assets were bundled at all, to avoid that scenario.

        Now that is no longer the case, the reasoning to bundle assets with the engine is far weaker. In many ways it's simply better to include what is needed with a map and not create dependencies on other maps nor the game engine.

        C 1 Reply Last reply Reply Quote 1
        • C Offline
          Cernel Moderators Lobby Moderators @LaFayette
          last edited by

          @LaFayette I'm not ignoring anything. It's obvious enough that assets are not required at all for any new maps that I don't believe me or you need to state it. At this point I wonder if the assets are just legacy, an nothing more, for you.

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          • LaFayetteL Offline
            LaFayette Admin
            last edited by

            @Cernel said in Pruning image and sound assets distributed with the game engine:

            At this point I wonder if the assets are just legacy, an nothing more, for you.

            That sounds like putting words into my mouth. I'm not sure exactly what you mean by "legacy and nothing more".

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            • C Offline
              Cernel Moderators Lobby Moderators @LaFayette
              last edited by

              @LaFayette That means that the assets are there just to support the existent maps.

              LaFayetteL 2 Replies Last reply Reply Quote 0
              • LaFayetteL Offline
                LaFayette Admin @Cernel
                last edited by

                @Cernel The reason they were there originally is due to download time.

                See:

                The original roots came from SVN days when downloading maps was very slow, adding to the main download a single set meant maps using those images could be downloaded much more quickly. It was significant as waiting many minutes for map download, and repeatedly was a deal breaker.

                It does not seem worthwhile or particularly beneficial to reverse that.

                I'd agree it's unlikely for a new map to contain assets that are going to become so widespread used that it meets that bar.

                Do you consider it a good thing for assets to be downloaded with the game engine? As stated, beyond download and install time, there are reasons to not do that. Particularly as well for lack of ownership. Maintainers are not going to want to modify existing artwork, a random artist is not going to want to make a change that is probably going to impact many existing maps. And finally:

                (1) There are other ways to provide example assets without distributing it with the engine executable.

                C 1 Reply Last reply Reply Quote 1
                • LaFayetteL Offline
                  LaFayette Admin @Cernel
                  last edited by

                  @Cernel I feel like you're confusing whether to bundle or not is a value judgment of artwork or 'historical significance'. The reasoning to bundle or not hopefully has been made clear and it's not a value judgement of the artwork.

                  I hope the repository of sample assets does grow and will eventually include far more than it does today: https://github.com/triplea-game/map-maker-assets

                  As discussed late in this thread: https://forums.triplea-game.org/topic/918/map-maker-resources/ and for the reasons stated there, for now adding images to that repository of sample assets is the best idea we have so far for how to host the files and make them available.

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                  • C Offline
                    Cernel Moderators Lobby Moderators @LaFayette
                    last edited by

                    @LaFayette said in Pruning image and sound assets distributed with the game engine:

                    Do you consider it a good thing for assets to be downloaded with the game engine? As stated, beyond download and install time, there are reasons to not do that. Particularly as well for lack of ownership. Maintainers are not going to want to modify existing artwork, a random artist is not going to want to make a change that is probably going to impact many existing maps. And finally:

                    (1) There are other ways to provide example assets without distributing it with the engine executable.

                    I think I've already answered this question, or at least at the moment I've nothing to say that I've not already said. As far as evaluating the costs goes, that is up to the developers, as it would be up to the developers, say, accepting adding a "train" image to all asset's players. Obviously, the only benefit would be in case, at any point in the future, there is a mapmaker that wants to make a map that features only players and units currently disposable in assets, plus also a "train" unit, and doesn't have to add a units folder to its own map because of that (as I said, it would be a bet on the future to guess what units may be important enough to be part of the default assets; obviously "infantry" is one of them, maybe "train" is not). The same thing if the assets would currently receive any kind of territory effects.

                    LaFayetteL 1 Reply Last reply Reply Quote 0
                    • LaFayetteL Offline
                      LaFayette Admin @Cernel
                      last edited by

                      @Cernel Okay. Perhaps the perspective difference is whether bundled assets should be making a bet on what will become heavily used. Notably such assets can be simply included here: https://github.com/triplea-game/map-maker-assets, then when it's the case that an asset is very likely to always be downloaded by every player, then we can save the repeated download and bundle. The game engine assets should reflect the current, particularly when we have data available that can guide those decisions. It should also be considered that releases are easier to come by, and it's not necessary to predict many years out in the future - releases can happen more often and in theory every pre-release is itself a "stable". We are out of the business of pushing "unstable code" that is fixed months later all at once by the maintainers, each incremental addition is ideally solid (though TripleA makes that extremely difficult, so we're not perfect at it).

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                      • C Offline
                        Cernel Moderators Lobby Moderators @LaFayette
                        last edited by Cernel

                        @LaFayette said in Pruning image and sound assets distributed with the game engine:

                        @Cernel Okay. Perhaps the perspective difference is whether bundled assets should be making a bet on what will become heavily used. Notably such assets can be simply included here: https://github.com/triplea-game/map-maker-assets, then when it's the case that an asset is very likely to always be downloaded by every player, then we can save the repeated download and bundle. The game engine assets should reflect the current, particularly when we have data available that can guide those decisions. It should also be considered that releases are easier to come by, and it's not necessary to predict many years out in the future - releases can happen more often and in theory every pre-release is itself a "stable". We are out of the business of pushing "unstable code" that is fixed months later all at once by the maintainers, each incremental addition is ideally solid (though TripleA makes that extremely difficult, so we're not perfect at it).

                        Right. Of course, the more time passes, the more maps will potentially not use assets that they might have used. Also, I believe that it would be wrong, then, to go removing any assets from maps on the basis that it is now provided by the program, while, on the other hand, I think it wouldn't hurt removing from the program an asset that proved to be unpopular, and adding it to the few maps currently using it.

                        I think that default assets should be used only by basic or simple maps (probably v4, v5 and v6 should have their current units folders removed, if actually useless (might be the mapmakers just didn't realize they didn't need to have them)), that don't really specifically care about the skin quality.
                        Still in my opinion, any really original map, instead, should fully feature all the assets it uses, even if currently some of them would be straight duplicates of what already offered in assets, so to assure the complete stability of the original skin for that map.
                        Just to let you know my point of view on assets usage.

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                        • Captain CrunchC Offline
                          Captain Crunch Banned
                          last edited by Captain Crunch

                          wow i read all this ... I get that your two philosophies are you both determining what is more important and time saving by determining where to store the old and eventually unused image files in the main game download or storing them in the map download

                          Can you have the main official release of the game run and then it notifies you there is new updates available and then you just click it and you're updated?

                          I'm just saying I'll download the official stable game once and then I want it to tell you when theres updates so you don't have to keep redownloading the main game of course -.-.

                          prastleP 1 Reply Last reply Reply Quote 0
                          • prastleP Offline
                            prastle Lobby Moderators Admin @Captain Crunch
                            last edited by

                            @Captain-Crunch in my simple viewpoint as always 🙂 They are both way to concerned about the minor things and always seem to forget about the major things …. But ignore me I am always concerned about the lobby and the players 😉

                            If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                            Captain CrunchC 1 Reply Last reply Reply Quote 1
                            • Captain CrunchC Offline
                              Captain Crunch Banned @prastle
                              last edited by Captain Crunch

                              @prastle hehe well it sounds like Lafayette might know more about the technical side of it and making the main game download as small as possible and for some reason I enjoy these nerd discussions!

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                              • ubernautU Offline
                                ubernaut Lobby Moderators
                                last edited by ubernaut

                                shouldn't all (as many as possible) heavy (sound/image) game assets be in the domain of maps?

                                "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

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