Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-09-18 Thread bugs buggy
On 9/16/08, Angus Lees [EMAIL PROTECTED] wrote:



 On Tue, Sep 16, 2008 at 3:30 AM, bugs buggy [EMAIL PROTECTED][EMAIL 
 PROTECTED]
  wrote:

 On 9/15/08, Angus Lees [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 On Tue, Sep 2, 2008 at 10:24 PM, bugs buggy [EMAIL PROTECTED][EMAIL 
 PROTECTED]
  wrote:

 On 8/31/08, Angus Lees [EMAIL PROTECTED] wrote:


 Oops, it seems my conversion script didn't deal with uppercase .RPL files
 correctly.  I'll upload a fixed pair of archives as soon as gna.org is
 back online...


 If you are going to upload it again, can you make sure everything is lower
 case?
 This will save us some time.  Both files, and directories.



 I tried carefully to preserve the case of the RPL files so that people with
 the original media could still use it with our now-case-sensitive warzone.
 I even went through the datafiles to make sure the filenames in there
 matched what was on the distribution media (I think that change was in the
 same patch as my fmv code so it may never have been applied).  I made all
 the .ogg extensions lowercase though as a step towards consistency.

 Now I can easily lowercase the whole lot instead - do we care about people
 being able to use their original media?  (probably not, since it seems noone
 is interested in fixing the RPL decoding code)



Just lowercase everything would be my best guess, since nobody is going to
be working on the RPL decoding AFAIK.   We also lower cased every other file
as well.



Hopefully gna is updating their servers, and that is the reason for the
 downtime.


Looks like GNA did some modifications, some people think it is faster now,
but for me, it is slower than it was a few months ago.
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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-09-13 Thread Christian Ohm
On Sunday, 31 August 2008 at 23:22, Angus Lees wrote:
 Please let me know if you notice any quality problems - I'm not aware of any
 remaining video or audio problems with the conversion process.

I only had a short look at the files, fullscreen quality seems quite abysmal by
my standards, but I didn't compare with the originals, probably its just the
source material. But I noticed several .rpl files in the archive, what about
those?

./cam1/cam1ccf.rpl
./cam1/sub1_3.rpl
./cam1/sub1_7b.rpl
./cam2/cam2_2n.rpl
./cam2/cam2_8a.rpl
./cam3/c3c.rpl
./cam3/c3_d1_a.rpl
./cam3/c3_d1_b.rpl
./cam3/cam3_1bn.rpl
./cam3/cam3_1b.rpl
./cam3/cam3_4b.rpl
./cam3/cam3_cg.rpl


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-08-31 Thread Angus Lees
On Tue, Aug 26, 2008 at 9:48 PM, Dennis Schridde [EMAIL PROTECTED] wrote:

 Am Dienstag, 26. August 2008 14:43:28 schrieb Christian Ohm:
  On Thursday, 12 June 2008 at 23:54, Angus Lees wrote:
   So .ogg theora/vorbis is a pretty big saving in size.
  sequences_ogg.zip
   was generated via my rpl2avi wine program with the original eidos dlls
   and then reencoded using ffmpeg2theora - if you're interested in the
   resulting file or any of the pipeline just ask.
 
  Do you know how large the intermediate AVIs are? It might be nice to have
  the raw files somewhere for testing encoding options etc., or reencode
 when
  the Theora encoder improvements I mentioned in my last mail are finished.
 If I recall correctly, the devastation avi I created using Angus' rpl2avi
 tool
 was about 500MB.


Yes, they're big.  It doesn't even RLE encode the video frames - each one is
stored totally uncompressed in the avi.

If you really want the avis somewhere, I suggest you  recreate them from the
rpls (I can help with the tools if what I've said already isn't sufficient).

-- 
- Gus
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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-08-31 Thread Angus Lees
On Tue, Aug 26, 2008 at 1:43 PM, Christian Ohm [EMAIL PROTECTED] wrote:

 On Thursday, 12 June 2008 at 23:54, Angus Lees wrote:
  For reference, a no-fancy-options recompression of the rpl files into ogg
  ends up at about this resulting size:
 
   187Msequences_ogg.zip
   777Msequences_rpl.zip

 Could you upload the Theora files somewhere? As nobody seems to do anything
 regarding the videos currently, perhaps I'll have a look into it.


Uploading sequences_ogg.zip  to gna:warzone/videos/ now.  I hope we don't
have some kind of disk limit I'm about to abuse :/

Please let me know if you notice any quality problems - I'm not aware of any
remaining video or audio problems with the conversion process.

 So .ogg theora/vorbis is a pretty big saving in size.  sequences_ogg.zip
 was
  generated via my rpl2avi wine program with the original eidos dlls and
 then
  reencoded using ffmpeg2theora - if you're interested in the resulting
 file
  or any of the pipeline just ask.

 Do you know how large the intermediate AVIs are? It might be nice to have
 the
 raw files somewhere for testing encoding options etc., or reencode when the
 Theora encoder improvements I mentioned in my last mail are finished.


The uncompressed avis are simply too big (many, many gigabytes - I discarded
the intermediate avis during conversion so I don't actually know).   I can
upload the full set of RPLs as well if you want.
I'm happy to reencode the oggs with different options, tools, whatever -
just let me know (and feel free to ping alees at google.com if I'm not
answering, I check my other accounts less and less often as the email
burnout gets worse)

-- 
- Gus
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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-08-26 Thread Dennis Schridde
Am Dienstag, 26. August 2008 14:43:28 schrieb Christian Ohm:
 On Thursday, 12 June 2008 at 23:54, Angus Lees wrote:
  So .ogg theora/vorbis is a pretty big saving in size.  sequences_ogg.zip
  was generated via my rpl2avi wine program with the original eidos dlls
  and then reencoded using ffmpeg2theora - if you're interested in the
  resulting file or any of the pipeline just ask.

 Do you know how large the intermediate AVIs are? It might be nice to have
 the raw files somewhere for testing encoding options etc., or reencode when
 the Theora encoder improvements I mentioned in my last mail are finished.
If I recall correctly, the devastation avi I created using Angus' rpl2avi tool 
was about 500MB.

--Devurandom


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-14 Thread Christian Ohm
On Saturday, 14 June 2008 at  0:35, bugs buggy wrote:
 Right, there is no new information just by doubling the scan lines,
 but to my eyes, it did look better than stretching the original
 320x240 to 640x480.

http://xs128.xs.to/xs128/08246/linear776.png
http://xs128.xs.to/xs128/08246/double-and-linear684.png

This is a little creation of mine, both times scaled up 800%. The first
one directly by linear interpolation, the second by doubling the pixels,
then 400% by linear interpolation. You're right, the difference is very
noticeable (because after doubling first, the pixels don't get blurred
as much). So a pixel doubling post-processing is definitely a good idea.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-14 Thread Giel van Schijndel
Christian Ohm schreef:
 On Friday, 13 June 2008 at 23:20, Giel van Schijndel wrote:
 AFAIK copyright law doesn't concern itself with the language or medium
 of expression that is used. It is only concerned with the originality of
 the work being expressed. Thus, if it would just be a plain translation
 then I am quite sure it wouldn't make a difference, regardless of the
 precise wording of the latest license statement.
 
 Well, iirc some games were licensed to a different company for
 translation and distribution. If that was the case with Warzone (which I
 doubt, since Eidos is large enough to do it themselves), the translation
 is not copyrighted by Eidos, but another company, and Eidos cannot
 necessarily speak for them.

What I actually meant to say with my message above ^^, is that AFAIK
translations aren't covered by copyright law.

-- 
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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Angus Lees
On Fri, Jun 13, 2008 at 7:35 AM, Per Inge Mathisen [EMAIL PROTECTED]
wrote:

 On Fri, Jun 13, 2008 at 1:35 AM, Christian Ohm [EMAIL PROTECTED] wrote:
  For playback I'd prefer using FFMPEG to the OGG libraries directly,
  since this will make it easier for others to make movies for mods
  without lossy reencoding into obscure formats.

 Note that ffmpeg is not distributed by most linux distributions,
 because of many murky patent issues, and usually has to be separately
 installed by the end user. For this reason I would prefer to use the
 ogg libraries.


Right, I originally started using libavformat/libavcodec (the ffmpeg codec
libraries) but was hesitant about the burden this would mean for non-linux
ports.

Most linux distros will ship the 'free' ffmpeg codecs.  But this doesn't
include all the 'interesting' codecs, so you really only get theora (and the
simpler AVI codecs) anyway.

We also already require ogg/vorbis, so only adding a theora dependency is a
very small addition.

-- 
- Gus
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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Angus Lees
On Fri, Jun 13, 2008 at 5:19 AM, bugs buggy [EMAIL PROTECTED] wrote:

 I haven't done much with video stuff, but I used ffmpeg with a bitrate
 of 2400K, and used the 'double sized' video (as in, it skips ever
 other scanline to make the FMV appear bigger than it is), so while the
 original FMVs are 320x240 (and some are less than this), the one I
 converted is 640x480.   The issue with the 320x240 is that if we
 stretch that out to fill the screen, then we get really ugly
 pixelization.  Is there any filter or some other program that we can
 use to fix this?
 The original vid I converted from is 30,996,655 bytes (320x240), and
 the new one is  32,095,488 bytes (640x480).


I'm not sure what you're intending with this 'double sizing' stuff.  You
aren't going to add more information to the video by doubling the scan
lines, so it will appear equally as pixelized as the smaller video,
stretched at display time.


 I rather we just skip the RPL headaches, and just convert them to
 ogg/theora.  Would seem to be the best bet, and less code maintenance.

 I dunno about our mac friends, and if the RPL playback code is endian
 safe or not.  Actually, I don't even know if the ogg playback code we
 have on the tracker is endian safe either.   Sorry Ari. :(


I'm inclined to agree about dropping the RPL code, especially since I could
never get it working flawlessly :(

As for endian-safe, I hope it is - I wrote it :P

-- 
- Gus
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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Giel van Schijndel
Christian Ohm schreef:
 On Thursday, 12 June 2008 at 16:11, Giel van Schijndel wrote:
 Dennis Schridde schreef:
 Am Donnerstag, 12. Juni 2008 13:13:49 schrieb Per Inge Mathisen:
 I would like some input from the people who worked with the
 FMVs on how much work remains to integrate them properly (gerard,
 angus...), and I would also like to hear people's opinions on how they
 should be distributed.
 As for distribution I suggest we use a non-RPL based format. Ogg/Theora  
 comes to mind, though I don't really mind other formats either. (As long  
 as it's a free  open format).
 
 I prefer MKV to OGM as a movie container, though for a game it doesn't
 really matter. Codec-wise Theora/Vorbis seems a good choice.

I do like Matroska as a container as well, though I have no clue how
implementing it compares to Ogg.

  * we create a new branch based on trunk to attempt to quickly produce
 working FMV code for 2.1 beta4
 
 Why a branch? The movie code shouldn't be that difficult to reactivate
 (unless someone ripped it totally apart in the last months), so just
 doing it in the trunk seems easier to me.

I would actually prefer that approach as well, if it doesn't produce
large amounts of noise that is...

  * we put the converted FMVs in a tarball on gna.org, but not in the
 svn repository (too big, 300mb+)
 I suggest we stuff all FMVs in a .wz modpack instead of a tarball. This  
 way no further processing will be required by those wish to download and  
 use it (aside from dumping it in the correct directory). I suggest that  
 we put all non-FMV data (i.e. meta data) that will have to reside in the  
 same .wz zip file in our svn repository though.
 
 For the Windows world, rather a zip than a tarball. And a torrent would
 be nice as well, to spare GNA's bandwidth a bit. 
 

Well, the .wz file would be a zip file ready to drop in a mod directory
for Windows, GNU/Linux and OSX all at the same time. That's at least how
I had it in mind. I.e. we don't use some OS's conventional archive
format, we use our own format!

  * for 2.1 we allow the user to play without FMVs, as before, and only
 optionally play them if present
 It's probably best to somehow register the FMVs with warzone through the  
 WRF resource system. Then we just attempt to always play these videos and 
 do nothing when they're not loaded through the WRF system.
 
 The infrastructure for that should still be in place, we just need code
 to decode and show the videos.

I don't think an infrastructure like I described above has ever been
there really...

 [snip]
 
 Apropos soundtracks. There is still MichaelB et al.'s soundtracks 
 dangling somewhere. Maybe we could add them to beta4 as well?
 I've already added them to a mod pack [1] and solved out the licensing  
 issues for those. I've also set up the NSIS installer to automatically  
 download that mod-pack at the user's request (i.e. they just have to  
 enable it in the components section).

 [1] http://download.gna.org/warzone/releases/mods/music_1.0.wz
 
 Are those all the contributed tracks, or just a selection?

These are a selection made from [1] in the forums by [2].

[1] http://wiki.wz2100.net/Music_proposals
[2] http://forums.wz2100.net/viewtopic.php?f=6t=1616

-- 
Giel



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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Giel van Schijndel
bugs buggy schreef:
 On 6/12/08, Angus Lees [EMAIL PROTECTED] wrote:
 The patch I sent some time ago supported both .ogg and .rpl formats, again
 my intention being allowing those few people with the original game to use
 their .rpls (or something) and the rest of us can use .oggs.  And the code
 is structured to allow other formats if something better turns up.
 
 I didn't see your patch on the tracker @ GNA, or maybe I am blind?
 The current ones are from Gerard, and one supports lua which is
 https://gna.org/patch/?908 and the other one is patch #885.
 
 I currently updated #885 for trunk, but it still has some issues.
 I would like to check out your ogg playback code, and see if it works better.

I think he means the patch attached to this mailing list thread [1].

[1] https://mail.gna.org/public/warzone-dev/2007-04/msg00245.html

-- 
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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at  0:28, bugs buggy wrote:
 On 6/12/08, Christian Ohm [EMAIL PROTECTED] wrote:
   For playback I'd prefer using FFMPEG to the OGG libraries directly,
   since this will make it easier for others to make movies for mods
   without lossy reencoding into obscure formats.
 
 You mean launch a external program to handle this?
 I am not sure this is the best way to go on all platforms, you would
 also need some way to make sure each platform has ffmpeg available.

No, ffmpeg is mainly a library, used in the same way the ogg libraries
are used (but much more flexible).


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at  8:35, Per Inge Mathisen wrote:
 On Fri, Jun 13, 2008 at 1:35 AM, Christian Ohm [EMAIL PROTECTED] wrote:
  For playback I'd prefer using FFMPEG to the OGG libraries directly,
  since this will make it easier for others to make movies for mods
  without lossy reencoding into obscure formats.
 
 Note that ffmpeg is not distributed by most linux distributions,
 because of many murky patent issues, and usually has to be separately
 installed by the end user. For this reason I would prefer to use the
 ogg libraries.

It is not? Debian has a version included (stripped of all suspicious
stuff), so I'd assumed the others to include such as well. Without it,
what do they do for Blender, for example? Ship a version without video
support?

Anyway, if ffmpeg is generally available, using it instead of the ogg
libraries directly would be much more flexible. If not, well, then ogg
it is.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at  0:19, bugs buggy wrote:
 I haven't done much with video stuff, but I used ffmpeg with a bitrate
 of 2400K, and used the 'double sized' video (as in, it skips ever
 other scanline to make the FMV appear bigger than it is), so while the

Skip every other line means inserting black lines, or doubling the
lines? Inserting black lines will increase the needed bitrate way too
much (if you want to do that, rather do it after decoding the video),
and doubling the lines won't really make it look different, will it?
(And also can be done as post-processing, rather than eating bits
unnecessarily.)

 original FMVs are 320x240 (and some are less than this), the one I
 converted is 640x480.   The issue with the 320x240 is that if we
 stretch that out to fill the screen, then we get really ugly
 pixelization.  Is there any filter or some other program that we can
 use to fix this?

Short answer: No. Same problem as with the original textures, you can't
make gold from crap.


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Freddie Witherden
Hi all,

 On Friday, 13 June 2008 at  0:19, bugs buggy wrote:
 I haven't done much with video stuff, but I used ffmpeg with a  
 bitrate
 of 2400K, and used the 'double sized' video (as in, it skips ever
 other scanline to make the FMV appear bigger than it is), so while  
 the

 Skip every other line means inserting black lines, or doubling the
 lines? Inserting black lines will increase the needed bitrate way too
 much (if you want to do that, rather do it after decoding the video),
 and doubling the lines won't really make it look different, will it?
 (And also can be done as post-processing, rather than eating bits
 unnecessarily.)

I agree here. Doing it in software *after* we have de-compressed the  
video is the way to go. A lot of games, however, did use this  
technique of adding in alternate black lines. Namely, early CC and  
TA spring to mind. It does work.

Regards, Freddie.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Dennis Schridde
Am Freitag, 13. Juni 2008 11:24:34 schrieb Christian Ohm:
 On Friday, 13 June 2008 at  8:40, Giel van Schijndel wrote:
  Christian Ohm schreef:
   I prefer MKV to OGM as a movie container, though for a game it doesn't
   really matter. Codec-wise Theora/Vorbis seems a good choice.
 
  I do like Matroska as a container as well, though I have no clue how
  implementing it compares to Ogg.

 Well, depends on the used library. If we go with ffmpeg, it can
 automatically play almost every file. If we use the ogg libraries, we
 should use the ogg container as well.
Last time I tried to create (kdenlive and avidemux, iirc) a MKV video, it 
would have ugly video/sound asyncs in mplayer and not play at all in xine. 
Found no way to fix that.


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Giel van Schijndel
Christian Ohm schreef:
 On Friday, 13 June 2008 at  8:40, Giel van Schijndel wrote:
 Christian Ohm schreef:
 I prefer MKV to OGM as a movie container, though for a game it doesn't
 really matter. Codec-wise Theora/Vorbis seems a good choice.
 I do like Matroska as a container as well, though I have no clue how
 implementing it compares to Ogg.
 
 Well, depends on the used library. If we go with ffmpeg, it can
 automatically play almost every file. If we use the ogg libraries, we
 should use the ogg container as well.

As mentioned before, I don't think ffmpeg is a good option. This due to
complications with distributing it.

 It's probably best to somehow register the FMVs with warzone through the  
 WRF resource system. Then we just attempt to always play these videos and 
 do nothing when they're not loaded through the WRF system.
 The infrastructure for that should still be in place, we just need code
 to decode and show the videos.
 I don't think an infrastructure like I described above has ever been
 there really...
 
 Hm, I thought Warzone already does this, play movie if it's available,
 and not if not. But it has been a while since I looked at that code.

Yes, but it isn't handled by the WRF resource system at all, in fact the
resource system is completely circumvented for FMVs.

-- 
Giel



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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Giel van Schijndel
Dennis Schridde schreef:
 Am Freitag, 13. Juni 2008 16:18:12 schrieb Christian Ohm:
 On Friday, 13 June 2008 at 13:37, Dennis Schridde wrote:
 Last time I tried to create (kdenlive and avidemux, iirc) a MKV video, it
 would have ugly video/sound asyncs in mplayer and not play at all in
 xine. Found no way to fix that.
 Hm, all I've ever done was remuxing different containers into mkv via
 mkvmerge, and the result always played without problems in mplayer.
 Anyway, the container is the least of the problems, and ogg will be
 enough for a game.

 But I had a different thought: Are there localized versions of the fmvs?
 If so, are they also copyrighted by Eidos, or by some other company
 (i.e. could we use the audio streams of the different localizations)?
 There are. Dont know who owns them though.
 Since the readme talks pretty blank about videos we could use them in any 
 language from my point of view. Though if it was not Eidos owning them, that 
 would be a problem. (I somehow doubt it, though.)

AFAIK copyright law doesn't concern itself with the language or medium
of expression that is used. It is only concerned with the originality of
the work being expressed. Thus, if it would just be a plain translation
then I am quite sure it wouldn't make a difference, regardless of the
precise wording of the latest license statement.

-- 
Giel



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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at 23:20, Giel van Schijndel wrote:
 AFAIK copyright law doesn't concern itself with the language or medium
 of expression that is used. It is only concerned with the originality of
 the work being expressed. Thus, if it would just be a plain translation
 then I am quite sure it wouldn't make a difference, regardless of the
 precise wording of the latest license statement.

Well, iirc some games were licensed to a different company for
translation and distribution. If that was the case with Warzone (which I
doubt, since Eidos is large enough to do it themselves), the translation
is not copyrighted by Eidos, but another company, and Eidos cannot
necessarily speak for them.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread bugs buggy
On 6/13/08, Angus Lees [EMAIL PROTECTED] wrote:
 On Fri, Jun 13, 2008 at 5:19 AM, bugs buggy [EMAIL PROTECTED] wrote:

  I haven't done much with video stuff, but I used ffmpeg with a bitrate
  of 2400K, and used the 'double sized' video (as in, it skips ever
  other scanline to make the FMV appear bigger than it is), so while the
  original FMVs are 320x240 (and some are less than this), the one I
  converted is 640x480.   The issue with the 320x240 is that if we
  stretch that out to fill the screen, then we get really ugly
  pixelization.  Is there any filter or some other program that we can
  use to fix this?
  The original vid I converted from is 30,996,655 bytes (320x240), and
  the new one is  32,095,488 bytes (640x480).
 
 

 I'm not sure what you're intending with this 'double sizing' stuff.  You
 aren't going to add more information to the video by doubling the scan
 lines, so it will appear equally as pixelized as the smaller video,
 stretched at display time.

Right, there is no new information just by doubling the scan lines,
but to my eyes, it did look better than stretching the original
320x240 to 640x480.

I should throw up some screen shots to show the difference.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread bugs buggy
On 6/13/08, Per Inge Mathisen [EMAIL PROTECTED] wrote:
 On Fri, Jun 13, 2008 at 6:00 AM, bugs buggy [EMAIL PROTECTED] wrote:
   I'll get back to the other parts, but I would like to know why the
   extremely short gestation period for the new contract/readme ?
  
   You blink,  and you miss everything.
  
   I left the issues about this on the forums, but I rather like to know
   why it wasn't made public before hand, and only after the fact it was
   revealed.
  
   I for one was quite shocked at the exception part.


 I worked on getting the FMVs and soundtracks released as GPL through
  Pivotal. The new README with the exception was pushed by the wz2200
  people who were talking directly with the EIDOS person who showed up
  on the forum. We managed to get some input on the README that made it
  better than what we had (confirmed GPL v2 *or later*, as well as a
  more official confirmation of the GPL release of all the data), so on
  the whole I am happy with it, although I am less than enthusiastic
  about the exception itself. Note that our code and our version does
  not contain the exception, so this means that wz2200 cannot use any of
  our code now - but I told them of this consequence and they were happy
  with it.


   - Per


Thanks for the explanation.

But how would one know if the code was used from a GPL project, if it
is closed source?

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[Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread Per Inge Mathisen
For those of you who have not followed the latest events on the forum
and/or IRC, EIDOS have now granted us permission to distribute both
the FMVs and the soundtracks from the original game under the GPL.
This bodes well for the future.

It does, however, give us somewhat of a challenge for 2.1, which is
way overdue. I believe there is some expectation that our next release
will include the missing data now, and we should discuss if this is a
good idea. I would like some input from the people who worked with the
FMVs on how much work remains to integrate them properly (gerard,
angus...), and I would also like to hear people's opinions on how they
should be distributed.

Here are my very preliminary thoughts:
 * we ship beta3 once we have run some quick network tests on it,
tomorrow or Saturday, with an announcement of the above good news,
adding that we will attempt to integrate as much as possible of it
into the final 2.1 release.
 * we put the original soundtracks in a mod to be distributed along with beta3
 * we create a new branch based on trunk to attempt to quickly produce
working FMV code for 2.1 beta4
 * we put the converted FMVs in a tarball on gna.org, but not in the
svn repository (too big, 300mb+)
 * for 2.1 we allow the user to play without FMVs, as before, and only
optionally play them if present
 * for 2.2 we try to isolate all of the campaign into a mod, so that
you can pull down a single mod to enable the campaign with FMVs, and
find a way for mods to 'register' their presence into the main menu,
etc.

Opinions?

Yours
Per

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread Dennis Schridde
Am Donnerstag, 12. Juni 2008 13:13:49 schrieb Per Inge Mathisen:
 For those of you who have not followed the latest events on the forum
 and/or IRC, EIDOS have now granted us permission to distribute both
 the FMVs and the soundtracks from the original game under the GPL.
 This bodes well for the future.

 It does, however, give us somewhat of a challenge for 2.1, which is
 way overdue. I believe there is some expectation that our next release
 will include the missing data now, and we should discuss if this is a
 good idea. I would like some input from the people who worked with the
 FMVs on how much work remains to integrate them properly (gerard,
 angus...), and I would also like to hear people's opinions on how they
 should be distributed.

 Here are my very preliminary thoughts:
  * we ship beta3 once we have run some quick network tests on it,
 tomorrow or Saturday, with an announcement of the above good news,
 adding that we will attempt to integrate as much as possible of it
 into the final 2.1 release.
  * we put the original soundtracks in a mod to be distributed along with
 beta3 * we create a new branch based on trunk to attempt to quickly produce
 working FMV code for 2.1 beta4
  * we put the converted FMVs in a tarball on gna.org, but not in the
 svn repository (too big, 300mb+)
  * for 2.1 we allow the user to play without FMVs, as before, and only
 optionally play them if present
  * for 2.2 we try to isolate all of the campaign into a mod, so that
 you can pull down a single mod to enable the campaign with FMVs, and
 find a way for mods to 'register' their presence into the main menu,
 etc.
Sounds good. For modem people we could also provide a cam-novid.wz download.

Apropos soundtracks. There is still MichaelB et al.'s soundtracks dangling 
somewhere. Maybe we could add them to beta4 as well?

--Dennis


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread Giel van Schijndel

Dennis Schridde schreef:

Am Donnerstag, 12. Juni 2008 13:13:49 schrieb Per Inge Mathisen:

I believe there is some expectation that our next release
will include the missing data now, and we should discuss if this is a
good idea.


I'd say we don't include the FMVs for beta3, it'll only delay beta3 
further. As for the final 2.1 I'd really love to have the FMVs in them. 
Though I think we shouldn't delay too long for that, as we can always 
release a 2.1.1 or whatever for that purpose.



I would like some input from the people who worked with the
FMVs on how much work remains to integrate them properly (gerard,
angus...), and I would also like to hear people's opinions on how they
should be distributed.


As for distribution I suggest we use a non-RPL based format. Ogg/Theora 
comes to mind, though I don't really mind other formats either. (As long 
as it's a free  open format).



Here are my very preliminary thoughts:
 * we ship beta3 once we have run some quick network tests on it,
tomorrow or Saturday, with an announcement of the above good news,
adding that we will attempt to integrate as much as possible of it
into the final 2.1 release.


Sounds good.


 * we put the original soundtracks in a mod to be distributed along with
beta3


Could be done with a similar approach to the music mod pack I've done 
[1] (see below).



 * we create a new branch based on trunk to attempt to quickly produce
working FMV code for 2.1 beta4


With emphasis on *attempt*, I would prefer not to delay 2.1 much longer. 
As I suggested above, 2.1.1 is another option.



 * we put the converted FMVs in a tarball on gna.org, but not in the
svn repository (too big, 300mb+)


I suggest we stuff all FMVs in a .wz modpack instead of a tarball. This 
way no further processing will be required by those wish to download and 
use it (aside from dumping it in the correct directory). I suggest that 
we put all non-FMV data (i.e. meta data) that will have to reside in the 
same .wz zip file in our svn repository though.



 * for 2.1 we allow the user to play without FMVs, as before, and only
optionally play them if present


It's probably best to somehow register the FMVs with warzone through the 
WRF resource system. Then we just attempt to always play these videos 
and do nothing when they're not loaded through the WRF system.



 * for 2.2 we try to isolate all of the campaign into a mod, so that
you can pull down a single mod to enable the campaign with FMVs, and
find a way for mods to 'register' their presence into the main menu,
etc.

Sounds good. For modem people we could also provide a cam-novid.wz download.


How about splitting up the campaign in two parts? An all except for 
videos and other huge media part (packed in a single .wz) and a videos 
and huge media part (in another .wz). That way we don't have to provide 
a cam-novid.wz download. Instead we can just neglect to download the 
cam-optional-media.wz pack.


Apropos soundtracks. There is still MichaelB et al.'s soundtracks dangling 
somewhere. Maybe we could add them to beta4 as well?
I've already added them to a mod pack [1] and solved out the licensing 
issues for those. I've also set up the NSIS installer to automatically 
download that mod-pack at the user's request (i.e. they just have to 
enable it in the components section).


[1] http://download.gna.org/warzone/releases/mods/music_1.0.wz

--
Giel



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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread Christian Ohm
On Thursday, 12 June 2008 at 16:11, Giel van Schijndel wrote:
 Dennis Schridde schreef:
 Am Donnerstag, 12. Juni 2008 13:13:49 schrieb Per Inge Mathisen:
 I believe there is some expectation that our next release
 will include the missing data now, and we should discuss if this is a
 good idea.

 I'd say we don't include the FMVs for beta3, it'll only delay beta3  
 further. As for the final 2.1 I'd really love to have the FMVs in them.  
 Though I think we shouldn't delay too long for that, as we can always  
 release a 2.1.1 or whatever for that purpose.

Agree.

 I would like some input from the people who worked with the
 FMVs on how much work remains to integrate them properly (gerard,
 angus...), and I would also like to hear people's opinions on how they
 should be distributed.

 As for distribution I suggest we use a non-RPL based format. Ogg/Theora  
 comes to mind, though I don't really mind other formats either. (As long  
 as it's a free  open format).

I prefer MKV to OGM as a movie container, though for a game it doesn't
really matter. Codec-wise Theora/Vorbis seems a good choice.

  * we create a new branch based on trunk to attempt to quickly produce
 working FMV code for 2.1 beta4

Why a branch? The movie code shouldn't be that difficult to reactivate
(unless someone ripped it totally apart in the last months), so just
doing it in the trunk seems easier to me.

  * we put the converted FMVs in a tarball on gna.org, but not in the
 svn repository (too big, 300mb+)

 I suggest we stuff all FMVs in a .wz modpack instead of a tarball. This  
 way no further processing will be required by those wish to download and  
 use it (aside from dumping it in the correct directory). I suggest that  
 we put all non-FMV data (i.e. meta data) that will have to reside in the  
 same .wz zip file in our svn repository though.

For the Windows world, rather a zip than a tarball. And a torrent would
be nice as well, to spare GNA's bandwidth a bit. 

  * for 2.1 we allow the user to play without FMVs, as before, and only
 optionally play them if present

 It's probably best to somehow register the FMVs with warzone through the  
 WRF resource system. Then we just attempt to always play these videos and 
 do nothing when they're not loaded through the WRF system.

The infrastructure for that should still be in place, we just need code
to decode and show the videos.

  * for 2.2 we try to isolate all of the campaign into a mod, so that
 you can pull down a single mod to enable the campaign with FMVs, and
 find a way for mods to 'register' their presence into the main menu,
 etc.
 Sounds good. For modem people we could also provide a cam-novid.wz download.

 How about splitting up the campaign in two parts? An all except for  
 videos and other huge media part (packed in a single .wz) and a videos  
 and huge media part (in another .wz). That way we don't have to provide  
 a cam-novid.wz download. Instead we can just neglect to download the  
 cam-optional-media.wz pack.

What he said.

 Apropos soundtracks. There is still MichaelB et al.'s soundtracks 
 dangling somewhere. Maybe we could add them to beta4 as well?
 I've already added them to a mod pack [1] and solved out the licensing  
 issues for those. I've also set up the NSIS installer to automatically  
 download that mod-pack at the user's request (i.e. they just have to  
 enable it in the components section).

 [1] http://download.gna.org/warzone/releases/mods/music_1.0.wz

Are those all the contributed tracks, or just a selection?


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread Christian Ohm
On Thursday, 12 June 2008 at 23:54, Angus Lees wrote:
 My intention with the fmvs originally was to provide a separate 'fmv.wz'
 which could just be dropped into the right directory - as other's have
 suggested.  Look for the movie and fall back to current behaviour if not
 found (and when the movie ends).  Distros-and-whatever would presumably
 package it separately, and (when the legal situation was murky) users could
 choose to download/distribute it themselves.
 
 The patch I sent some time ago supported both .ogg and .rpl formats, again
 my intention being allowing those few people with the original game to use
 their .rpls (or something) and the rest of us can use .oggs.  And the code
 is structured to allow other formats if something better turns up.

Since the reencoded movies are quite a bit smaller and can now
definitely be redistributed, the RPL code isn't really needed anymore, I
think.

For playback I'd prefer using FFMPEG to the OGG libraries directly,
since this will make it easier for others to make movies for mods
without lossy reencoding into obscure formats.

 For reference, a no-fancy-options recompression of the rpl files into ogg
 ends up at about this resulting size:
 
  187Msequences_ogg.zip
  777Msequences_rpl.zip
 
 So .ogg theora/vorbis is a pretty big saving in size.  sequences_ogg.zip was
 generated via my rpl2avi wine program with the original eidos dlls and then
 reencoded using ffmpeg2theora - if you're interested in the resulting file
 or any of the pipeline just ask.

What codec was the intermediate AVI? If it was lossy, the double
reencoding degraded the quality/size more than necessary (i.e. with
direct encoding to the target format the files could be smaller or
of better quality (or even both)).

 As for the original patch, it was deliberately against 2.0, since I figured
 that was where the unmodified game was (this may not be the intention
 anymore however).  I tried briefly to port it to svn head, but I don't think
 I finished the job.
 
 I can easily throw what I've got into an svn branch and everyone can hack on
 it, although there seemed little interest from other developers last time..

I guess because of the uncertainty regarding the movies it never made it
into SVN and thus fell by the wayside.

 My code always had a strange opengl bug I could never track down: after
 playing an fmv, the closest LOD textures were corrupted. As far as I could
 work out I was correctly resetting the texture page and other obvious things
 - I figure I wasn't cleaning up sufficiently after the various YUV opengl
 shenanigans and I expect someone who actually understands GL would be able
 to spot it fairly easily.  The RPL dec130 decoder also always had some
 output corruption I could never work out.  The ogg/theora decoder works fine
 though.  Oh and I hadn't reverted enough of our hacks to be able to show the
 windowed research videos again, but that should be quite possible.

Is the YUV stuff really necessary? I don't really know the OGG libs, but
FFMPEG includes yuv2rgb conversion that could be used as a baseline, and
the OpenGL YUV converters as optional optimizations. That also has the
advantage of working always (if not that fast, but for the low-res FMVs
that shouldn't matter much) - IIRC none of the mplayer OpenGL YUV
variants works correctly on my system.

-- 
* dark has changed the topic on channel #debian to: Later tonight: After
  months of careful refrigeration, Debian 2.0 is finally cool enough to
  release.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread Dennis Schridde
Am Freitag, 13. Juni 2008 01:13:39 schrieb Christian Ohm:
 For the Windows world, rather a zip than a tarball. And a torrent would
 be nice as well, to spare GNA's bandwidth a bit.
Last time I talked to Gna about this, they said that bandwith is not remotely 
an issue for them.

--Dennis


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread bugs buggy
On 6/12/08, Per Inge Mathisen [EMAIL PROTECTED] wrote:
 For those of you who have not followed the latest events on the forum
  and/or IRC, EIDOS have now granted us permission to distribute both
  the FMVs and the soundtracks from the original game under the GPL.
  This bodes well for the future.

  Opinions?

  Yours
  Per
I'll get back to the other parts, but I would like to know why the
extremely short gestation period for the new contract/readme ?

You blink,  and you miss everything.

I left the issues about this on the forums, but I rather like to know
why it wasn't made public before hand, and only after the fact it was
revealed.

I for one was quite shocked at the exception part.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread bugs buggy
On 6/12/08, Angus Lees [EMAIL PROTECTED] wrote:
 The patch I sent some time ago supported both .ogg and .rpl formats, again
 my intention being allowing those few people with the original game to use
 their .rpls (or something) and the rest of us can use .oggs.  And the code
 is structured to allow other formats if something better turns up.

I didn't see your patch on the tracker @ GNA, or maybe I am blind?
The current ones are from Gerard, and one supports lua which is
https://gna.org/patch/?908 and the other one is patch #885.

I currently updated #885 for trunk, but it still has some issues.
I would like to check out your ogg playback code, and see if it works better.


 For reference, a no-fancy-options recompression of the rpl files into ogg
 ends up at about this resulting size:

  187Msequences_ogg.zip
  777Msequences_rpl.zip

 So .ogg theora/vorbis is a pretty big saving in size.  sequences_ogg.zip was
 generated via my rpl2avi wine program with the original eidos dlls and then
 reencoded using ffmpeg2theora - if you're interested in the resulting file
 or any of the pipeline just ask.

I haven't done much with video stuff, but I used ffmpeg with a bitrate
of 2400K, and used the 'double sized' video (as in, it skips ever
other scanline to make the FMV appear bigger than it is), so while the
original FMVs are 320x240 (and some are less than this), the one I
converted is 640x480.   The issue with the 320x240 is that if we
stretch that out to fill the screen, then we get really ugly
pixelization.  Is there any filter or some other program that we can
use to fix this?
The original vid I converted from is 30,996,655 bytes (320x240), and
the new one is  32,095,488 bytes (640x480).


 As for the original patch, it was deliberately against 2.0, since I figured
 that was where the unmodified game was (this may not be the intention
 anymore however).  I tried briefly to port it to svn head, but I don't think
 I finished the job.

 I can easily throw what I've got into an svn branch and everyone can hack on
 it, although there seemed little interest from other developers last time..
 My code always had a strange opengl bug I could never track down: after
 playing an fmv, the closest LOD textures were corrupted. As far as I could
 work out I was correctly resetting the texture page and other obvious things
 - I figure I wasn't cleaning up sufficiently after the various YUV opengl
 shenanigans and I expect someone who actually understands GL would be able
 to spot it fairly easily.  The RPL dec130 decoder also always had some
 output corruption I could never work out.  The ogg/theora decoder works fine
 though.  Oh and I hadn't reverted enough of our hacks to be able to show the
 windowed research videos again, but that should be quite possible.

 --
  - Gus

I rather we just skip the RPL headaches, and just convert them to
ogg/theora.  Would seem to be the best bet, and less code maintenance.

I dunno about our mac friends, and if the RPL playback code is endian
safe or not.  Actually, I don't even know if the ogg playback code we
have on the tracker is endian safe either.   Sorry Ari. :(

Maybe Jobs will give the devs a few macs so we can test? ;)

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread bugs buggy
On 6/12/08, Christian Ohm [EMAIL PROTECTED] wrote:
 On Thursday, 12 June 2008 at 23:54, Angus Lees wrote:
   My intention with the fmvs originally was to provide a separate 'fmv.wz'
   which could just be dropped into the right directory - as other's have
   suggested.  Look for the movie and fall back to current behaviour if not
   found (and when the movie ends).  Distros-and-whatever would presumably
   package it separately, and (when the legal situation was murky) users could
   choose to download/distribute it themselves.
  
   The patch I sent some time ago supported both .ogg and .rpl formats, again
   my intention being allowing those few people with the original game to use
   their .rpls (or something) and the rest of us can use .oggs.  And the code
   is structured to allow other formats if something better turns up.


 Since the reencoded movies are quite a bit smaller and can now
  definitely be redistributed, the RPL code isn't really needed anymore, I
  think.

  For playback I'd prefer using FFMPEG to the OGG libraries directly,
  since this will make it easier for others to make movies for mods
  without lossy reencoding into obscure formats.

You mean launch a external program to handle this?
I am not sure this is the best way to go on all platforms, you would
also need some way to make sure each platform has ffmpeg available.

Right now, I am playing around with ogg libraries...



   For reference, a no-fancy-options recompression of the rpl files into ogg
   ends up at about this resulting size:
  
187Msequences_ogg.zip
777Msequences_rpl.zip
  
   So .ogg theora/vorbis is a pretty big saving in size.  sequences_ogg.zip 
 was
   generated via my rpl2avi wine program with the original eidos dlls and then
   reencoded using ffmpeg2theora - if you're interested in the resulting file
   or any of the pipeline just ask.


 What codec was the intermediate AVI? If it was lossy, the double
  reencoding degraded the quality/size more than necessary (i.e. with
  direct encoding to the target format the files could be smaller or
  of better quality (or even both)).

For my experiment into this, I just dumped out each frame, and the
sound, and then used ffmpeg to make that into a ogg/theora video.
I used a bitrate of 2400K (unsure what I should use), and the results
are pretty much what the originals look like.  The only other thing I
was trying to figure out is, that the original videos are all 320x240
or less.  The 'full screen' option renders the video every other
scanline.  If you know a good way to upscale from 320x240 without big
ugly pixelazation, I am all ears. :)

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-12 Thread bugs buggy
On 6/12/08, Per Inge Mathisen [EMAIL PROTECTED] wrote:
  Here are my very preliminary thoughts:
   * we ship beta3 once we have run some quick network tests on it,
  tomorrow or Saturday, with an announcement of the above good news,
  adding that we will attempt to integrate as much as possible of it
  into the final 2.1 release.
   * we put the original soundtracks in a mod to be distributed along with 
 beta3

I agree that beta3 should be shipped ASAP.  We need to test the
netcode with all platforms!
Finding Mac people with free time is a huge problem though.  There
must be someplace where we can get some mac people to test out the
builds with us?
Anyone know a good place to post the 'Help wanted' sign?  Forums seem
to be a very low traffic area for Mac people.

I know that debian needs to have something in unstable for at least 10
days, before it can get into lenny, and the freeze date for that is
July.
We can also assume that when that is done, Ubuntu (and the others?)
will finally update their (ancient) version of warzone that they have.

   * we create a new branch based on trunk to attempt to quickly produce
  working FMV code for 2.1 beta4

Off trunk?  I am not sure that is the best bet, unless we do some reverting?
(yeah, I know the patch I did is off trunk., but I am having 2nd
thoughts about that.)

   * we put the converted FMVs in a tarball on gna.org, but not in the
  svn repository (too big, 300mb+)

I dunno where you come up with 300MB, since originals are around 700MB
or so, and the converted videos are more or less 1:1 in size, but are
a larger resolution. (320x240 vs 640x480) (well, with the bitrate I
talk about before)

   * for 2.1 we allow the user to play without FMVs, as before, and only
  optionally play them if present

That  IS what it does now.  If file not found, then it don't play.  If
found, then it plays.
(speaking about patch #885)


   * for 2.2 we try to isolate all of the campaign into a mod, so that
  you can pull down a single mod to enable the campaign with FMVs, and
  find a way for mods to 'register' their presence into the main menu,
  etc.
Not sure that is needed.
For windows, the installer can query the enduser what they want, and
download from where-ever.  For the other platforms, I have no idea.

I don't like any binary data in svn, it just doesn't do a good job with it.

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