Yet, in this and as a result, he holds the power in his hand to make or break things for VP as it stands
This is blatantly false and I refuse to let myself be painted into this corner where I'm single-handedly responsible for the future of VP, or where I'm slowly dragging the visual quality of VP into the gutter with every change I make. This is an open source project and everyone with the skills and motivation is free to contribute. I hold no power whatsoever over VP.
As for the issue you brought up, I gave a specific technical reasoning in my initial reply which you ignored, but which you could easily reproduce in any previous version of VP which does this sort of feathering by having a ball or indeed any moving element behind such an edge.
As it stands, I'm taking a break from DX9 work for a while; I'm reasonably happy with the level of compatibility achieved, and any changes I make at this point seem to elicit more complaints than actually solve problems. Add to that the increasing pressure of handling this operation more or less as a one man show (not to disregard the contributions of DJRobX who has made very valuable efforts in troubleshooting and debugging recently).
Sorry that this has come down to this and that me and my fighting for some
VP elements of graphic quality retention is going to seem to be the main contributor to what caused you to take a break Mukuste. I know I’m always now going to be disliked but even knew that was a risk when I started pushing the envelope many posts / items back in this topic. I don’t feel I said anything, as disapproved as it’s all been received by the community, that was as harsh or summary as to that of you dragging the quality of
VP into the "gutter".
Saying you hold a high degree of power / impact in this particular
VP development stage, from my perspective at least, is not tantamount to stating you are the one solely responsible for the future of
VP - for a few reasons. But the fallout from this and you now taking a break, with the resulting cessation of progress (with users comments to support their feeling as if things have ended – and ultimately now blaming / vilifying me), actually helps demonstrates a reliance on you to a reasonable degree. Your own final comments on handling this operation like a one man show are arguably incongruent with comments supposedly to the contrary being angry with feeling painted into the corner where you are a single-handedly involved. It’s totally not your responsibility to take on the future of
VP development nor all development, but you hopped into the driver’s seat of this
VP bus a couple months ago and started driving – we were the passengers and as much as you may think, we don’t have our driver’s license.
VP is open source and in theory can be worked on by anyone, but even the craziest and most complicated of table scripts that us table builders can create does not equate one to an actual software developer ability and that’s something that the vast majority of us just can’t do. I don’t believe a single
VP dev. is not or has not been a professional developer in their real life and the jump from table builder to that level is not realistic or would require many years of one’s life returned to them and a retraining regime / career shift that might be in the magnitude of 10 years or more to get anywhere close to the knowledge and skills you actual
VP devs. hold. I know with that aspect that we should also covet you guys to a very high degree and we do, so it makes taking any stance uncomfortable and likely unwelcomed. Coveting you , the other devs. and the work you’ve done is not mutually exclusive of taking an exception to a particular issue or direction.
The feathering affect on the ball and it’s elements in this latest item / bug was not ignored but the impact of it, when the ball ever travels behind one of these graphic areas, will be / is much less than that of the new jaggy / discoloured “halo” that these wall object edges would now display constantly. The feathered / alpha edge is only a few pixels thick and is enough to make a difference when rendered, but that thinness for any effect on a ball behind it is much less and it has to first even travel behind to begin to be noticed. With a lot of these objects, their orientation and surface areas would not be in a position to produce the opportunity to even have the ball viewed from behind it yet the objects edges are almost always in full view.
People are jumping all over me for the “busting your balls” terminology. It may be just me and the way me and my friends / family use that term, but it’s meant to be a lighter way of saying you have an issue with someone over something. It was meant to have some jest to it even though a real disagreement on something or point is at hand – also used “kick in the crotch” previous in this thread and despite it being in the opposite direction and how I had felt in that case was still in the same spirit. If we were part of a real team and my QA “role” was formal, I could easily see us battling it out in a meeting room and busting each other’s “balls” over our views on what’s best or what can and can't be done – despite your pay grade probably being much higher than mine. I personally feel / felt that with the level that you and I got to Mukuste and the depth in some of our PMs especially over the ball stutter issue, that I could potentially not simply lay down over an issue or when feeling it wasn’t adequately absorbed, considered, or explained and end up taking a position where my response easily could be seen as qualifying for this term or to “call BS” on a point (another term / colloquialism used in my micro culture). We’ve battled a bit on some previous other topics and you were right to go in the direction and stay with your depth bias approach whereas the issue on decals I turned out to be right about. When I was vehement in my views (wrong or right) back then, it was still another case where I would consider the concept of “busting your balls” somewhat. It was never meant to be used and done simply for the sake of doing so, with no cause or without respecting you or what you’ve done, but as such also respecting what I’ve done and where we had already gone in at times fairly passionately stating our views.
I have purposely stayed quiet here for the last little while and that even solicited you to PM me and wonder where I was and hope I’d be back, which was actually nice to see and helped me feel like we were on the levels I mention above. Yet, when I come back with another bug report / test table but have exception to the answer and comment on some similarities to other issues, I’m ostracized and ultimately you walk away / take a break. I’m now public enemy number one and should have just stayed quiet it would seem.
I know that even the smallest amount of anti-praise is / was very volatile and except my new fate. Obviously now with the break / slow down, my recent commitment to provide some further detail / re-raise some of the other previous and outstanding graphic issues will not be relevant nor welcomed so will act accordingly. I wish you well Mukuste with real life and whatever aspect you still do privately or publicly for
VP. Once again I will say how hugely grateful I am for all the work you have done over the past couple months and I don’t personally think taking issue with a particular angle or item negates that. My posts would only be yet another essay length longer if, with every time I made one (pros or con), I had to reiterate all my previously stated thanks and gratitude that is evident in the history of this topic and through the conversations of the PMs that had been relayed.
Guys calm down there will be a final DX9 version maybe not that fast as you would like to have it
Anyway the alpha transparent issue for walls should be fixed in test14.
Thanks fuzzel for your efforts and already continuing development and looking into this problem.
Edited by jimmyfingers, 28 March 2014 - 08:45 PM.