Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
mateuscm
I also would like to remember you that this is a dev release, which is certainly not intended to be used in live hotels.
If its a dev release why is it the ONLY release for download? :S nowhere has it said "THIS IS A DEV RELEASE NOT TO BE USED ON ANY HOTEL"
I'm not trying to be an asshole or anything but you guys are coming up with some stupid excuses.
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
I love how everyone's bitching because we aren't releasing an update fast enough. You realize Azure is open-source, as has been yelled at me multiple times re: camera, right? Fix it your god damn selves or wait! FFS.
Also, in regards to the hosted service, the camera depends on ~110k individual asset files to work properly, it's not overly practical to distribute and keep it regularly updated. Managing it in this way was not my decision, but has a reason, it's not simply a way to justify keeping assholes who rip out the credits from using the feature. If the team stops hosting the feature for whatever reason, I will release the code for downloading the asset files and additionally host my own service without restricted access.
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
scottstamp851
I love how everyone's bitching because we aren't releasing an update fast enough. You realize Azure is open-source, as has been yelled at me multiple times re: camera, right? Fix it your god damn selves or wait! FFS.
Also, in regards to the hosted service, the camera depends on ~110k individual asset files to work properly, it's not overly practical to distribute and keep it regularly updated. Managing it in this way was not my decision, but has a reason, it's not simply a way to justify keeping assholes who rip out the credits from using the feature. If the team stops hosting the feature for whatever reason, I will release the code for downloading the asset files and additionally host my own service without restricted access.
Or you can make a guide to have a self host, there isn't a need for you to trouble yourself.
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
Vaulient
Or you can make a guide to have a self host, there isn't a need for you to trouble yourself.
Half these idiots can't follow "restore this SQL file and hit run", trust me, I don't have the time to babysit. This is the decision we made. Deal with it.
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
scottstamp851
I love how everyone's bitching because we aren't releasing an update fast enough. You realize Azure is open-source, as has been yelled at me multiple times re: camera, right? Fix it your god damn selves or wait! FFS.
Also, in regards to the hosted service, the camera depends on ~110k individual asset files to work properly, it's not overly practical to distribute and keep it regularly updated. Managing it in this way was not my decision, but has a reason, it's not simply a way to justify keeping assholes who rip out the credits from using the feature. If the team stops hosting the feature for whatever reason, I will release the code for downloading the asset files and additionally host my own service without restricted access.
I still don't get the point of having thousands of assets just to make a camera image. You could hijack a swf and make it post some base64 converted image, similar to something like
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
mateuscm
I still don't get the point of having thousands of assets just to make a camera image. You could hijack a swf and make it post some base64 converted image, similar to something like data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAUAAAAFACAYAAADNkKWqAAAN4ElEQVR42u3dvW4cyR
The camera could be made by a little swfing and a few lines of emulator code
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
From previous (and really funny btw) conversations with ex-developers of Azure, I asked them what was the deal with camera and thumbnails in Azure 2.0. They said it was something like having thousands of furniture images in different rotations and states, which would finally turn into the "finished camera image" as soon as they get arranged together.
This is by far not the best approach to implement such feature, because you're dealing with clearance issues regarding custom and recently added furniture, which wouldn't even appear because they host all images in a separate host, so you're basically relying on them no matter what. Not to mention emulator performance decreasing and the need to have a HUGE hard disk space to host all those assets if they ever happen to quit with that free hosting service.
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
mateuscm
From previous (and really funny btw) conversations with ex-developers of Azure, I asked them what was the deal with camera and thumbnails in Azure 2.0. They said it was something like having thousands of furniture images in different rotations and states, which would finally turn into the "finished camera image" as soon as they get arranged together.
This is by far not the best approach to implement such feature, because you're dealing with clearance issues regarding custom and recently added furniture, which wouldn't even appear because they host all images in a separate host, so you're basically relying on them no matter what. Not to mention emulator performance decreasing and the need to have a HUGE hard disk space to host all those assets if they ever happen to quit with that free hosting service.
dunno why they want to host the camera like that as it could be done way better, it would cause big troubles sometime..
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
Rush Retros
dunno why they want to host the camera like that as it could be done way better, it would cause big troubles sometime..
I would like to read a clarifying explanation from the actual developers regarding this approach for implementing the camera.
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
mateuscm
I would like to read a clarifying explanation from the actual developers regarding this approach for implementing the camera.
Its how Sulake did it. The camera packet is a compressed JSON document with a list of sprite image names and positions with is recompiled on the server. It doesn't take up a lot of disk space, about 90mb, but the huge number of files its annoying to compress/decompress for release packs.
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
scottstamp851
Its how Sulake did it. The camera packet is a compressed JSON document with a list of sprite image names and positions with is recompiled on the server. It doesn't take up a lot of disk space, about 90mb, but the huge number of files its annoying to compress/decompress for release packs.
Not trying to be the annoying guy here since you already spent most of your time coding the camera, but why not implement it in the way sulake used to do back in the first versions of camera? I checked the structure for the first method on an early release and the script seemed to be more simple than their new approach on compressing it into json. Of course, if you want to go 100% faithfully on every sulake techniques, I got your points, but thinking about how it was done before, where a base64 image was converted and uploaded to the server, this looked way easier in my opinion and you would have the convenience to have 100% faithful images because there can be bugs in terms of sprite arrangements in the final picture, not to mention the possibility of even having custom and new furniture showing in the picture right of the bat.
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
mateuscm
Not trying to be the annoying guy here since you already spent most of your time coding the camera, but why not implement it in the way sulake used to do back in the first versions of camera? I checked the structure for the first method on an early release and the script seemed to be more simple than their new approach on compressing it into json. Of course, if you want to go 100% faithfully on every sulake techniques, I got your points, but thinking about how it was done before, where a base64 image was converted and uploaded to the server, this looked way easier in my opinion and you would have the convenience to have 100% faithful images because there can be bugs in terms of sprite arrangements in the final picture, not to mention the possibility of even having custom and new furniture showing in the picture right of the bat.
The problem with uploading the images directly, rendered client side, is that it offers no way to check what's actually in the photo. Far too easy to script. Leon did this with his Comet emulator, it was amusingly easy to upload whatever I wanted. It would also require editing the SWF to work that way in the current build, which isn't exactly easy.
By rendering on the server we're able to confirm the photo contains only furni sprites, making it next to impossible to script. ;)
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
@scottstamp851 Thanks for taking the time to clarify that. Is it setup to automatically download missing SWFs directly from the retros, then extract and store the sprites to be used? Or will it just not support customs?
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
RitzOriginal
@
scottstamp851 Thanks for taking the time to clarify that. Is it setup to automatically download missing SWFs directly from the retros, then extract and store the sprites to be used? Or will it just not support customs?
As it stands, Tim is working on a control panel that will allow you to manage photos that have been stored for your hotel. I could add support for customs through that. I'll probably have to anyways, to support how public room backgrounds work (since some hotels edit theirs with branding).
Re: Azure Emulator 1.0 [Dev Release] - [Regularly Updated] - [Stable and Fast]
Quote:
Originally Posted by
scottstamp851
The problem with uploading the images directly, rendered client side, is that it offers no way to check what's actually in the photo. Far too easy to script. Leon did this with his Comet emulator, it was amusingly easy to upload whatever I wanted. It would also require editing the SWF to work that way in the current build, which isn't exactly easy.
By rendering on the server we're able to confirm the photo contains only furni sprites, making it next to impossible to script. ;)
Thank you for taking your time to gently answer my question. I hope though that you guys have improved on that camera I saw running on the Azure Hotel, since some of the pictures were really buggy back in those times.
Anyways, I also would like to suggest a missing feature that wasn't implemented at all until now, which is the furniture multi-height system. Until the most recent release (0190) if you use furnis such as the cyberpunk stage, even though it increases and decreases it's size, the height is the one settled by default on the database. Maybe you could bring that up with the 2.0 version? And if not asking too much of you guys, perhaps some tweakings on the football game? ;)