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Blog
I added some smarter caching to the front page, which should make it load noticeably faster (and help ease the load on the database, which should improve responsiveness of the whole site).
Also, we're rebuilding the search index as a stopgap measure to fix some of our more pressing search issues until we can get Solr working. There are a total of about 87,000 items to index, and from the look of it, it's going to take around half a day, assuming that all of the items take the same amount of time as the first thousand or so (which they probably won't, but it's all I have to go on). I believe I've managed to find and fix the problem that was causing new items not to be indexed, and I've also added some code to forcibly index art tags (which seem to have been indexed inconsistently until now).
I'll post an update when it's done. Until then, searches might not turn up many results.
Edit: At the time of this edit, it's a bit less than half way done, so it's going to have to run over night. I'll check back in the morning. In the meantime, I apologize for any performance issues.
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I've made a couple of minor changes to the way art tagging works:
- Spaces are now treated as breaks between tags, so you no longer have to separate them with commas.
- Hashtags (#) are filtered out automatically.
At the moment, there are in excess of 11,500 different tags. Of these, just about half are used exactly once, and about 800 aren't being used at all (most likely because they were attached to spammy art). To really fix OGA's tagging system, we need to do a lot more:
- Find all of the misspelled tags and replace them with their correct spellings (this could be at least partially automated, although the replacements would have to be reviewed before they are applied).
- Set up term hierarchies, for example: tree -> maple, so that if you search for "tree", you'll get things tagged "maple". This is actually an interesting example, because even though all trees are plants and it would be intuitive to put "plant" one level above that in the hierarchy, when most people search for the word "plant", they probably mean to exclude trees. In other words, the hierarchies need to be built with what people want to search for in mind, as opposed to technical correctness.
- Merge certain tags that mean exactly the same thing (such as "16x16", and "16 x 16").
- Create synonym links between tags for cases where the meaning is slightly different, and then weight the synonyms lower than the literal term in the search results. For instance, if a user searches for "tree", it would make sense to give them results tagged "trees", and vice-versa.
- Create a user tagging system that would allow users to tag submissions, and then upvote or downvote tags that other users have added.
- Create an admin interface so that new tags can be curated as they are added. Particularly if users are allowed to tag art that's not created by them, we'll have to keep an eye out for misuse of the tagging system (tags that comment about the quality of the art rather than the content). Since we already have a user reputation system in the form of points, perhaps we could award user tagging access to people who have reached a certain point theshold.
- Create a better tagging widget with type ahead find that shows tag hierarchies and related items, which will encourage people to assign their art to existing tags.
- Build a "popular tags" view.
I don't want to consider any of these items to be official TODOs just yet. I'd be interested in hearing comments and suggestions from the community about how to proceed on this.
If you have comments, please post them on this forum thread.
Bart
Ages ago, I added a button that allowed people to mark users as friends. It didn't do a whole lot up until now.
Now, you can see your list of friends and the list of people who have friended you on the Friends and Followers tabs on your user profile, respectively. There's also a new block on the home page that shows the latest art by your friends. You can click on the block title to expand it into a full page view.
Note: Friend lists are currently public. If this is a major issue for anyone, please let me know.
Bart
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Just so people are aware, I moved the Private Message links from the content block in the upper left to a link on the right side of the header, per Surt's suggestion.
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The web server was down for some hours today. Didn't discover it until a few minutes ago. We're working on figuring out why it happened. It's almost certainly due to a configuration issue of some kind since we've updated pretty much everything.
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I just set up a private messaging system here on OGA.
If you're logged in, you should notice a "Private Messages" heading at the top left corner of the front page. From there, you can view any private messages that you have. Additionally, you'll receive a notification in a green box at the top of the page if you have any unread messages.
If you want to send a message to a user, you can either do it from their user page (right under their user portrait) or from the "Write new message" link.
By default, you'll receive an email when someone sends you a private message. You can turn this off from your user profile page, under Private Messages. You can also disable private messages entirely if you want.
Finally, if you're finding an individual person to be particularly bothersome, you can block private messages from them and no one else by clicking on the "Blocked Users" tab on the Messages page and entering their username in the box.
In the near future, I'll be adding a link to art pages so users can be messaged directly from there.
If you have any questions or issues, reply below (or send me a private message).
Bart
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Hey folks,
Just did a big site update under the hood, which involved moving the site to a bigger machine so we can eliminate those disk full errors. We also updated the operating system, PHP, and a bunch of Drupal modules, so if you notice any bugs, please reply here and report them and I'll try to get to them ASAP.
Bart
Update 10/8:
- Apache Solr is hosed right now. I don't know how I set it up, and I'm having some issues getting it working again. If there are any solr experts reading this, let me know and I'll describe what's going on. Edit: Clint Bellanger (of FLARE fame) is going to help me out with this tomorrow. Thanks, Clint!
- I'm going to get private messaging working in the next day or two. Stay tuned for an announcement. Edit: This is now done.
Update 10/9:
- I'm getting some random errors when I try to save and delete some content. I'm currently trying to track down the issue.
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Hey folks!
OGA contributor Kenney (creator of perhaps the most popular free 2D asset packs on the internet today) is putting together a physical venue for game development, which you can read about on his IndieGogo page, here:
https://www.indiegogo.com/projects/kenney-land-a-venue-for-game-devs-in-limburg
Here's what he has to say about it:
Kenney Land is a local venue in Kerkrade (Netherlands, my hometown) where game developers can come to work, learn, teach, create and play. There will be events organized like workshops, trainings (for beginners and advanced developers), meetings and game jams. There will also be resource available for game developers to use, like assets and book but also development kits for consoles.If you decide to pledge $20 or more you'll receive an asset pack which contains 4,000 never before seen assets which include explosions, aliens in spaceships, isometric buildings and the Roguelike pack!
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Greetings!
As we approach the next funding goal, I've been doing some work under the hood and making some plans for some more features and additions. There are also a couple of notifications and reminders for the community that I'll touch on at the end of this post.
Improved Searching
I'm working on updating the way OGA handles searches, which will eventually mean tossing out the old search system and replacing it with something newer and better. For the technically inclined among you, I'm using Apache Solr. I've already got a very bare prototype of this up and running, which you can check out here:
http://opengameart.org/search/solr
Please note that this feature is in very early alpha, and I'm not looking for comments or bug reports at the moment. The search results are just a mass of text right now, but they won't be when I'm done. At any rate, even though the results are ugly, sometimes they're more sensible than OGA's default search, which is one of the things the new search engine is intended to fix.
If you want to see how much this will improve the search situation, just serarch for "LPC base" (no quotes) in the old search and the new one and notice that the new search system very sensibly places the LPC base assets as the first result, whereas on our current search system, it's nowhere on the first page. This should also clear up the issues we have with duplicate, blank, or nonsensical search results.
Once we hit the $1000 funding goal, I'll start working on adding expanded metadata to art entries, so people can search much more fine-grained categories and filter on things like resolution and format. This will obviously take a lot of manual data entry on my part, so be aware that the new metadata won't just magically appear once we hit the goal. :)
Changes to art deletion
Occasionally we get art deletion requests that leave me wondering why the request was made. While it will always be the artists' prerogative to remove their art for any reason, for the convenience of developers, I'm going to start maintaining pages for deleted art (with the downloads removed), which will help avoid link rot and give developers a record of what license(s) the art was released under. These pages will be essentially the same as the last useful revision of the current art page (including preview images and a list of filenames), but the downloads themselves will no longer be available.
In addition, if a piece of art is removed due to copyright infringement, we'll send out notification emails to all registered accounts that have download tracking enabled (and downloaded the art after download tracking was implemented).
Deletions from here on until this is implemented will be preserved in an unpublished state and put in the deleted items archive when it becomes available.
A quick reminder
OGA has a lot of users from a lot of different backgrounds. We offer a fairly wide choice of licenses, and that means that our users run the gamut from hardcore free software advocates to closed source developers. Everyone is welcome here.
There are plenty of places where people can argue the merits of various software licensing schemes; in fact, if you want to talk about this stuff on the OGA forums, that's fine by me, provided everything stays civil. What I want to avoid is people being non-constructive and/or rude. If you feel the need to make rude comments about someone because they chose a particular license, game engine, or programming language, there are plenty of places on the internet where that kind of thing is welcome. OGA is not one of them. :)
Peace,
Bart
P.S. I've got my next pixel art tutorial outlined, if people are waiting for that. It's pretty extensive, so I might have to split it into two parts, but it's coming along. :)
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In this video, I go over some basic tips for improving your art, and also for making the best art possible with your current skill level. I do two pixel art demonstrations with the same subject (a vase I rendered in Blender), one of a simple shape with an outline, and two using solid blocks of color to demonstrate how to give an object a sense of volume with light and shadow.
The forum thread for this tutorial is here:
http://opengameart.org/forumtopic/oga-pixel-art-tutorial-part-3-the-basics
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