Hotspot of barbarian's quarry build animation is off

Bug #558706 reported by SirVer
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Widelands media development
Fix Released
Undecided
Unassigned
widelands
Fix Released
Critical
Widelands Media Developers

Bug Description

Maybe others are too. Please, could you go through all buildings that are currently in trunk and check if more is off. And also correct this quarry?

Related branches

SirVer (sirver)
Changed in widelands:
importance: Undecided → Critical
status: New → Confirmed
assignee: nobody → Widelands Media Developers (widelands-media-dev)
milestone: none → build15
tags: added: barbarians graphic
Revision history for this message
Chuck Wilder (chuckw20) wrote :

I'll start checking the rest of the barbarian buildings. I have a corrected conf for the quarry that I'll commit with the rest, if any.

Revision history for this message
SirVer (sirver) wrote :

Thanks chuchk. I merged your changes.

While reviewing them, I saw that some of the new build animations buildings are also much smaller than the other buildings. I attach a screenshot: compare the size of the left (old) building and the right lumberjacks hut which got a new build animation lately.

Revision history for this message
SirVer (sirver) wrote :

Note that these changes are blockers for build 15 since they are a regression. Releasing of build 15 is delayed for now.

Revision history for this message
SirVer (sirver) wrote :

How fast can the widelands-media-dev can sort this out? If it takes longer then I'd suggest that the latest graphics changes in the huts should be backed out and reintroduced after build 15. If you decide to do so, please commit the reverting stuff yourself.

Revision history for this message
Alexia Death (alexiade) wrote :

Its the order of operations. Auto-crop was used earlier(in manual handling days) before scale. These days, we use render border in blender to crop the render to more or less correct size and then scale, but older blend files don't have the border set. Ctrl-B in camera window lets you set the border and then you need to enable crop in render window. Sombody will need to do rerender. Hands up guys... I unfortunately cant take it up myself.

Revision history for this message
SirVer (sirver) wrote :

There is a python script in widelands trunk that autocrops to bounding boxes for animations. It could be pimped to also do antialiased scaling (that's what I used for the new flags). I just need information of what you need and I can provide a python script.

Revision history for this message
Timowi (timo-wingender) wrote :

The autocrop script currently does not consider conf sections without pics= or dirpics= lines. widelands uses a default name but the script simply ignore these animations. So use it with care.

Revision history for this message
Alexia Death (alexiade) wrote : Re: [Bug 558706] Re: Hotspot of barbarian's quarry build animation is off

On Fri, Apr 9, 2010 at 1:48 PM, SirVer <email address hidden> wrote:
> There is a python script in widelands trunk that autocrops to bounding
> boxes for animations. It could be pimped to also do antialiased scaling
> (that's what I used for the new flags). I just need information of what
> you need and I can provide a python script.

A python script would be nice, but its more of a process issue.

--
--Alexia

Revision history for this message
Alexia Death (alexiade) wrote :

On Fri, Apr 9, 2010 at 2:09 PM, Timowi <email address hidden> wrote:
> The autocrop script currently does not consider conf sections without
> pics= or dirpics= lines. widelands uses a default name but the script
> simply ignore these animations. So use it with care.

There could be a script that generates files with correct naming given
a list of rendered files, a flag if it is pc, desired geometry for
scale and a conf file and write them at the correct location aswell.
that would make our lives a lot easyer. then we can just render and in
one command make it ready for testing.

--
--Alexia

Revision history for this message
Chuck Wilder (chuckw20) wrote :

This all sounds great, but I know nothing about running these particular
scripts. Mine has been a manual process out of ignorance. I'll review the
empire and atlantean buildings, initially for changes in file size and
concentrate on those to see what can be accomplished in the short term.
Labor-intensive, yes, but this worker-bee has some time to use for it.
(Faster approaches are always welcome though!) ;-)

On Fri, Apr 9, 2010 at 8:25 AM, Alexia Death <email address hidden> wrote:

> On Fri, Apr 9, 2010 at 2:09 PM, Timowi <email address hidden> wrote:
> > The autocrop script currently does not consider conf sections without
> > pics= or dirpics= lines. widelands uses a default name but the script
> > simply ignore these animations. So use it with care.
>
> There could be a script that generates files with correct naming given
> a list of rendered files, a flag if it is pc, desired geometry for
> scale and a conf file and write them at the correct location aswell.
> that would make our lives a lot easyer. then we can just render and in
> one command make it ready for testing.
>
> --
> --Alexia
>
> --
> Hotspot of barbarian's quarry build animation is off
> https://bugs.launchpad.net/bugs/558706
> You received this bug notification because you are a member of Widelands
> Media Developers, which is a bug assignee.
>
> Status in Widelands: Confirmed
> Status in Widelands media development: New
>
> Bug description:
> Maybe others are too. Please, could you go through all buildings that are
> currently in trunk and check if more is off. And also correct this quarry?
>
>
>

Revision history for this message
Chuck Wilder (chuckw20) wrote :

Upon reviewing just the canvas sizes of the buildings, I have discovered
that in general files for empire have what appear to be standardized sizes,
(i.e. 70x77 for mines, 80x80 for small structures, 100x100 for medium,
120x120 for large and 128x128 for very large). This standard sizing does
not hold for the newest empire structures and those of the other tribes.
Canvas sizes for the buildings of the other tribes are all over the map.
(pun intended) :) Is this a result of the scripts or is the standard sizes?

I have created a spreadsheet to aid in my comparisons, which I attach for
your review.

I will next compare the image sizes of comparable building types by manual
overlays in gimp, specifically "residences". As time allows, I will
double-check hotspot placements, too.

In cases where build and working canvas sizes differ from the idle, should
we take any action if no apparent abnormalities exist?

On Fri, Apr 9, 2010 at 9:56 AM, Chuck Wilder <email address hidden> wrote:

> This all sounds great, but I know nothing about running these particular
> scripts. Mine has been a manual process out of ignorance. I'll review the
> empire and atlantean buildings, initially for changes in file size and
> concentrate on those to see what can be accomplished in the short term.
> Labor-intensive, yes, but this worker-bee has some time to use for it.
> (Faster approaches are always welcome though!) ;-)
>
>
>
>
> On Fri, Apr 9, 2010 at 8:25 AM, Alexia Death <email address hidden>wrote:
>
>> On Fri, Apr 9, 2010 at 2:09 PM, Timowi <email address hidden> wrote:
>> > The autocrop script currently does not consider conf sections without
>> > pics= or dirpics= lines. widelands uses a default name but the script
>> > simply ignore these animations. So use it with care.
>>
>> There could be a script that generates files with correct naming given
>> a list of rendered files, a flag if it is pc, desired geometry for
>> scale and a conf file and write them at the correct location aswell.
>> that would make our lives a lot easyer. then we can just render and in
>> one command make it ready for testing.
>>
>> --
>> --Alexia
>>
>> --
>> Hotspot of barbarian's quarry build animation is off
>> https://bugs.launchpad.net/bugs/558706
>> You received this bug notification because you are a member of Widelands
>> Media Developers, which is a bug assignee.
>>
>> Status in Widelands: Confirmed
>> Status in Widelands media development: New
>>
>> Bug description:
>> Maybe others are too. Please, could you go through all buildings that are
>> currently in trunk and check if more is off. And also correct this quarry?
>>
>>
>>
>

Revision history for this message
Chuck Wilder (chuckw20) wrote :

On Fri, Apr 9, 2010 at 12:30 PM, Chuck Wilder <email address hidden> wrote:

> I have created a spreadsheet to aid in my comparisons, which I attach for
> your review.
>
I noticed I mis-categorized a couple barbarian buildings in my spreadsheet.
Attached is the corrected list.

Revision history for this message
Chuck Wilder (chuckw20) wrote :

I found the atlantean fishers_house (and pc mask) needed re-scaling (down)
to match the scale of the other atlantean residences. I did that work in
gimp.

When I compared the atlantean to the barbarian "residences" I discovered
that while the scales are similar, the camera angles differ by approx. 5
degrees. Maybe re-rendering everything is the best way to go to get some
uniformity across the tribes as well as within them.

I'd do the re-rendering if someone could get me started with the scripts.
This also raises the question in my mind, do we have blender files for all
of the buildings?

Revision history for this message
Kiscsirke (csirkeee) wrote :

Because of the recent commit mess-up right now the scripts are not as
they should be. I'm still trying to get the repository straight (I get
errors from bzr often, and with the repository being over 1GB it takes
lot's of time trying to get different revisions on my computer), after
that, the scripts should at least be in place.

For exact usage I think it's pretty self-explanatory, but if you want,
I can write it up on the wiki sometime this week-end.

András

On 9 April 2010 20:32, Chuck Wilder <email address hidden> wrote:
> I found the atlantean fishers_house (and pc mask) needed re-scaling (down)
> to match the scale of the other atlantean residences.  I did that work in
> gimp.
>
> When I compared the atlantean to the barbarian "residences" I discovered
> that while the scales are similar, the camera angles differ by approx. 5
> degrees.  Maybe re-rendering everything is the best way to go to get some
> uniformity across the tribes as well as within them.
>
> I'd do the re-rendering if someone could get me started with the scripts.
> This also raises the question in my mind, do we have blender files for all
> of the buildings?
>
> --
> Hotspot of barbarian's quarry build animation is off
> https://bugs.launchpad.net/bugs/558706
> You received this bug notification because you are a member of Widelands
> Media Developers, which is a bug assignee.
>
> Status in Widelands: Confirmed
> Status in Widelands media development: New
>
> Bug description:
> Maybe others are too. Please, could you go through all buildings that are currently in trunk and check if more is off. And also correct this quarry?
>
>
>

Revision history for this message
Alexia Death (alexiade) wrote :

The barbarian set is somewhat incomplete, unfortunately. Lot of them were made before my time and had gone missing before I set up the media repository. So lets am for in-tribe uniformity for now.

Revision history for this message
SirVer (sirver) wrote :

Kiscsirke, a writeup on the wiki is always a good idea. I agree with Alexia that in-tribe consistency is the most important thing: you rarely see many buildings of another tribe. Chuck, your work is very much appreciated!

I will not have access to the internet from mo-we, I want to release on we if possible.

Revision history for this message
Samith Sandanayake (samithdisal) wrote :

The lumberjack house looks small because of a problem with the camera angle i assume. I did not change the size of the buildings it self. As the blend files provided for the barb buildings do not have a crop rect(boundary) it is bit hard to make as it its. I think using a template same as the empire or atls will help to improve the barb buildings. :(

Revision history for this message
Alexia Death (alexiade) wrote :

Samith, its not a render but the postprocessing issue, namely the order of scale and crop. See my first reply.

Revision history for this message
Chuck Wilder (chuckw20) wrote :

I've completed my review of the "residences" across all three tribes.
Granted that an attempt to maintain the same scale for every building
regardless of type or tribe is impractical and would detract from the game
play, I feel the residences have the greatest occasion for direct comparison
with one another, and as such I limited my review to them.

Generally, within and across the tribes the residences are similar in scale

I note the following buildings requiring rescaling (down) in comparison to
their fellow buildings:

Atlantean - fishers_house
Barbarian - gamekeepers_hut, hunters_hut, quarry, and scouts hut
Empire - none
Thankfully, none but the atlant fishers hut have pc.

Regarding in-tribe uniformity, I can attempt to rescale the above handful of
residences with gimp and shoot for completion well before next Wednesday.
Then, we can address the scripts and re-rendering after build 15 at our
"leisure".

I feel very much at fault for the additional challenges because of my bad
commit and want to do everything I can to make amends.

Revision history for this message
Chuck Wilder (chuckw20) wrote :

On Fri, Apr 9, 2010 at 2:51 PM, Kiscsirke <email address hidden> wrote:

> I'm still trying to get the repository straight (I get
> errors from bzr often, and with the repository being over 1GB it takes
> lot's of time trying to get different revisions on my computer), after
> that, the scripts should at least be in place.
>
Yes, I noticed the media-dev repository roughly tripled in size since my
"killer" commit. I've been unable to bzr branch or bzr get the media branch
since then on my Windows boxes, (see my bzr bug report # 556132).
Fortunately, I can get it successfully on my ubuntu boxes.

For exact usage I think it's pretty self-explanatory, but if you want,
> I can write it up on the wiki sometime this week-end.
>
Andras, that would be GREATLY appreciated. :)

Revision history for this message
SirVer (sirver) wrote :

Chuck, I think the new barbarian buildings are actually too small. gamekeeper, hunter, quarry and scout were not touched and look fine to my eyes, but the new lumberjack (for example) seems too small.

Giving or taking blame is usually not helpful in solving problems at hand. We are all interested in getting build 15 out of the door and a quite some stuff went wrong in releasing this build. But that is always and ever the case, we cope, learn and get better. For example will the feature freeze also expand to graphics in future releases, because this round showed that it is wrong to assume that new graphics cannot introduce new bugs. ;).

Revision history for this message
Chuck Wilder (chuckw20) wrote :

On Fri, Apr 9, 2010 at 4:21 PM, SirVer <email address hidden> wrote:

> Chuck, I think the new barbarian buildings are actually too small.
> gamekeeper, hunter, quarry and scout were not touched and look fine to
> my eyes, but the new lumberjack (for example) seems too small.
>

Holger, in my earlier comparison between tribes, the newer barbarian
buildings seem closer to the norm now to my eyes. I overlayed them in gimp
to flip between them. I tried to compare, among other things, roof height
and door size. Because of that, I chose to adjust the smaller set of files.

I have rescaled the 5 buildings noted above and am ready to commit them at
your word.

Revision history for this message
SirVer (sirver) wrote :

pray proceed. Maybe I can release the source package tomorrow then.

Chuck Wilder (chuckw20)
Changed in widelands:
status: Confirmed → Fix Committed
Changed in widelands-media:
status: New → Fix Committed
Revision history for this message
SirVer (sirver) wrote :

chuck, i merged your work and played a quick game against the computer. I agree that the buildings look ok like so.

the only thing i noticed is that the bakery blocks roads that are behind it, I am unsure if this is new or a old bug.

Nevertheless, I will proceed to releas build 15 source package now.

Revision history for this message
Chuck Wilder (chuckw20) wrote :

Holger, glad we could get something presentable in relatively short order.

The bakery must be an old condition. I don't recall any recent changes to
it. It is tricky fitting large images onto the map and not impact a road in
some way.

On Sat, Apr 10, 2010 at 11:50 AM, SirVer <email address hidden> wrote:

> chuck, i merged your work and played a quick game against the computer.
> I agree that the buildings look ok like so.
>
> the only thing i noticed is that the bakery blocks roads that are behind
> it, I am unsure if this is new or a old bug.
>
> Nevertheless, I will proceed to releas build 15 source package now.
>
> --
> Hotspot of barbarian's quarry build animation is off
> https://bugs.launchpad.net/bugs/558706
> You received this bug notification because you are a member of Widelands
> Media Developers, which is a bug assignee.
>
> Status in Widelands: Fix Committed
> Status in Widelands media development: Fix Committed
>
> Bug description:
> Maybe others are too. Please, could you go through all buildings that are
> currently in trunk and check if more is off. And also correct this quarry?
>
>
>

Revision history for this message
SirVer (sirver) wrote :

Released in build-15

Changed in widelands:
status: Fix Committed → Fix Released
Changed in widelands-media:
status: Fix Committed → Fix Released
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