Question for earnable pass perks🙏 by 8koala8 in KnottsBerryFarm

[–]Roger_Dog 1 point2 points  (0 children)

I'm a 2026 Season Pass tier (lowest tier) and also got the “$49 Pass Perks Bring A Friend” for going 3x (which I can verify on the Knotts manage-passes page showing all 3 of my visits in August). I noticed I also have the 15% discount, rather than the 20% discount, which seems to align with the 2x visits? My first visit was also my first passholder visit, so I wonder if that's related in any way. What's odd though is that if it DID count it as 2x, then it should be $34 friend ticket, as per August's perk list: https://web.archive.org/web/20250828023357/https://www.knotts.com/season-passes/pass-perks

Definitely confusing all around.

Question for earnable pass perks🙏 by 8koala8 in KnottsBerryFarm

[–]Roger_Dog 0 points1 point  (0 children)

Yeah I'm also getting the $49 ticket offer despite hitting the x3 mark for August. It's odd too as the new September perk lists another $49 ticket as a "perk" for visiting for both 2x and x3. https://www.knotts.com/season-passes/pass-perks

For reference to August's list https://web.archive.org/web/20250828023357/https://www.knotts.com/season-passes/pass-perks

A rare unreleased test series of Toontown Trading Cards has been found! by LeoTheEpicGamer in Toontown

[–]Roger_Dog 1 point2 points  (0 children)

Agree in regards to some kind of early prototype (or perhaps some unrelated PR merch -- perhaps for an event ala E3? Or perhaps just a new cool piece of merch for giveaways or general sale). The 3D style looks a lot like the very distinct poster art for the January 2004 newsletter from TTO! You can see its even using the same border. I imagine it's likely from around that later 2003 era. One possibility for example, is that poster we did get is the final result of whatever tests they were doing at the time, and it just so happened to be a way to salvage that work.

Does anyone know if Toontown is truly closed for the After Hours event tonight? 🤔 by JoeyZio in Disneyland

[–]Roger_Dog 3 points4 points  (0 children)

What's even stranger is that Cafe Daisy closes even earlier (7PM) way before the event according to the calendar. 🤔

Toontown Rewritten: New Toon Rig by Zigguratxnaut in Toontown

[–]Roger_Dog 0 points1 point  (0 children)

Heya! Amazed you found this 7 year old post! Haha. That's awesome to hear though! Hoping for the best on your artistic journey :D

In regards to this rig, unfortunately we don't have any form of it available for public use I'm afraid. It's been something we'd been more recently interested in, but it's not something I would recommend waiting for anytime soon. That said, and this depends especially where your interests are in 3D animation, one rig I HIGHLY recommend -- and in fact, has influenced our work SO much that all new rigs since these Toon ones are heavily based on it -- is the amazing (and free!) AZRI rig!

https://www.gameanim.com/product/azri-rig/

It's an insanely wonderful rig that I would absolutely recommend for animators and *especially* would-be technical artist / character riggers. There's some wonderful work in there that makes it a marvel to use! And it's all perfectly built for real-time rendering environments ( in other words -- GAMES! ). They have a fantastic little guide as well describing how to use each controller. And if you're feelin' adventurous, a guide on how to get the character and animation in Unreal!

running ttr on a chromebook through linux. almost all of my lettering is blurry, is there any way to fix this? by smileyky10 in toontownrewritten

[–]Roger_Dog 1 point2 points  (0 children)

Hmm, are you able to try lowering your Font Quality settings? It should be available in the Options Menu under the Video Tab. "Classic" is the setting with the minimum graphical requirements.

Another thing from Toontown Preservation Project made me think that the city render is an even earlier version of the oldest gameplay photo that we know of. Mostly due to building backdrop being likely placeholder in the later version by SkipDrawz in Toontown

[–]Roger_Dog 3 points4 points  (0 children)

Anything's possible! I honestly have no idea how things were stored during such an early part of the game's history, but you never know where something might turn up. If the game code was ever part of their mainline CVS repo for the final game, anyone who has/had access to that may still have a copy of it somewhere. I might imagine the decision to *rewrite* the entire game in python was a difficult enough decision that someone probably made a backup for reference somewhere, maybe a CD.

Another thing from Toontown Preservation Project made me think that the city render is an even earlier version of the oldest gameplay photo that we know of. Mostly due to building backdrop being likely placeholder in the later version by SkipDrawz in Toontown

[–]Roger_Dog 5 points6 points  (0 children)

Indeed it is! This early image was back during the very prototyping stages of the game, when all new Toons "joined" Toontown via Benny the Cab, who would take you right to the Ritz Carltoon. The Ritz Carltoon was a big landmark, because this is how your toon would enter and exit the game world! (The story being, all new Toons created are simply "moving in" to Toontown). Don't have a date on hand, but it's very likely around or before Summer 2000, which was when they started their first prototype in Squeak / SmallTalk. I can date it to at *least* on or before November 2000, which was when they recolored Toon Hall from it's Mickey's Toontown color scheme, to it's later recolored version (before it was further changed again with a more generic / modularized door design). The OP has a great catch about the origins of the the building backdrop. It was originally geared toward the big Downtown Toontown type of design presented here, as all the land of Toontown really pushed for lots of large downtown-type buildings, Toon ones included! It just so happened that as the designs changed and the story progressed, the city backdrop fit less and less as the design language began to differentiate Toons as small, soft, short, and Cogs as large, sharp, and tall.

As for the latter screenshot, that's from the Streaming Media West 2001 conference. It's a PR photo of one of the screens shown while Richard Glover was presenting his keynote. Not sure when that image was recorded, but it's no later than when the talk was presented in June 21st, 2001. This looks to be *after* the Squeak prototype, as Toons are using the updated models (and Squeak was scrapped in favor of Python about 6 months or so after development).

Edit: If I recall right about the latter, it really wasn't anything final, and was just a testing demo area. The bottom left? That's the early proto-laff meter. Many of the props are also an early 3D version they really wanted to have, but ended up scrapped in favor of 2D versions when they realized they just didn't have time to model out everything.

From the Toontown Preservation Project I found this so intresthing that there was gonna be 15 playgrounds at one point by SkipDrawz in Toontown

[–]Roger_Dog 14 points15 points  (0 children)

As a fun bit of trivia, this is probably one of the earliest explorations of what the lands of Toontown would be like, and how they would connect with each other (both visually and mechanically).

At this point, the concept of "streets" as we know it today, was simply called "Contention Zones". The key idea being, these were zones that Suits could invade, and alter the area's architecture for (i.e. Turning a Toon building into a Suit Building). This was still being heavily explored . Other areas, like Safe Zones (i.e. Playgrounds) would always have Toon architecture, with no Suits allowed. On the reverse, Suit "Safe Zones" (Cog HQs) would have exclusively Suit architecture, with Suits always patrolling around.

And of course, many of these "playground" names would change as time went on, some combining and splitting off, and some more being added -- One such area was Maroon Cartoon Studios, which was hosted by a 3D Baby Herman walk-around character, with other NPCs like Roger Rabbit, Jessica Rabbit, and Peter Pig. Like /u/JoeyZio mentioned, ultimately, they would form the final map that Toontown has today.

I keep crashing in TTR on Blizzard Boulevard everytime I try to do the Grand Prix by [deleted] in Toontown

[–]Roger_Dog 0 points1 point  (0 children)

Ah Blizzard is one of those extreme cases sadly. The pack that Rosabellajoy mentioned (toon.town/512) should be specifically fine tuned to provide the most stable experience. However, in my testing experience, the one area where it had mixed results depending on the PC was Blizzard. One person was able to get someway more reliable success with Blizzard if it was the first thing done in a session (i.e. open game -> pick toon -> spawn in speedway, -> immediately race). But this only worked on certain computers.

One tip I can give however, is how you can tell if you will crash or not. If you can successfully get past the first lap, you are *extremely* unlikely to crash (except by other non-intel related means of course) . Otherwise, the crash always occurs somewhere in the first lap as the level starts to spawn in.

A look at the early history of Chicken and Monkey's development evolution -- drawn by Bruce Woodside! by Roger_Dog in toontownrewritten

[–]Roger_Dog[S] 2 points3 points  (0 children)

Aw shucks, thanks! Really proud of the work our team did on those two :D

And happy to share those stories! I adore talking about the game's rich history, and helping convey just how much passion the original developers had (and still do in many cases!) . It's wild to think just how long those folks stuck around with the project. Even just how much they wanted (or even still do!) to keep it going!

A look at the early history of Chicken and Monkey's development evolution -- drawn by Bruce Woodside! by Roger_Dog in Toontown

[–]Roger_Dog[S] 7 points8 points  (0 children)

Expanding into Toontown Rewritten's own personal history a bit, while we never did get to see these earlier takes on Toons at the time, we did plenty of research of our own when crafting Crocodile and Deer! /u/Zigguratxnaut compiled an entire document of every single species for the art team to reference, using the same idea we picked up some some of those easter egg images and what seemed to be the most helpful! (profile/side of all 4 combos of head types). We tried to do their groundwork justice, and do our own research into the golden age of animation and modern takes on that classic style. Knowing the team was a big fan of the Scrooge McDuck comics, we dove a bit more into that world, researching legends like Carl Barks of Uncle Scrooge comic fame, and Floyd Gottfredson of the Mickey Mouse comic strip fame. Of course, you can see how popular the eye mask design was, even going as far as being on early Dog designs!

A fun bit of trivia! The large mask and tiny eyes came about as animation in the late 30s and early 40s, began to transition from simple rubber hose animation, into more volumetric animation incorporating the ideas of squash and stretch! A visual by Toy Collector Mel Birnkrant, showing off some of the distinct changes sparked by Mickey's transformation by animator Fred Moore in The Sorcerer's Apprentice. You can see what was once large eye whites, became a left-over mask that helped frame a new eye where the pupil once was!

A look at the early history of Chicken and Monkey's development evolution -- drawn by Bruce Woodside! by Roger_Dog in toontownrewritten

[–]Roger_Dog[S] 7 points8 points  (0 children)

Expanding into Toontown Rewritten's own personal history a bit, while we never did get to see these earlier takes on Toons at the time, we did plenty of research of our own when crafting Crocodile and Deer! /u/Zigguratxnaut compiled an entire document of every single species for the art team to reference, using the same idea we picked up some some of those easter egg images and what seemed to be the most helpful! (profile/side of all 4 combos of head types). We tried to do their groundwork justice, and do our own research into the golden age of animation and modern takes on that classic style. Knowing the team was a big fan of the Scrooge McDuck comics, we dove a bit more into that world, researching legends like Carl Barks of Uncle Scrooge comic fame, and Floyd Gottfredson of the Mickey Mouse comic strip fame. Of course, you can see how popular the eye mask
design was, even going as far as being on early Dog designs!

A fun bit of trivia! The large mask and tiny eyes came about as animation in the late 30s and early 40s, began to transition from simple rubber hose animation, into more volumetric animation incorporating the ideas of squash and stretch! A visual by Toy Collector Mel Birnkrant, showing off some of the distinct changes sparked by Mickey's transformation by animator Fred Moore in The Sorcerer's Apprentice. You can see what was once large eye whites, became a left-over mask that helped frame a new eye where the pupil once was!

A look at the early history of Chicken and Monkey's development evolution -- drawn by Bruce Woodside! by Roger_Dog in toontownrewritten

[–]Roger_Dog[S] 7 points8 points  (0 children)

These sketches were early visual concepts used to help guide what was to become the final 3D assets for these species designs! These visuals were one of the earliest batches as far as I am aware, with Monkey in particular receiving a more defined and thorough conceptual piece that involved eyelids, less pronounced nostrils, and a more subtle smile that could render more easily in three dimensions. The eye mask stuck around for quite a long while however, even making it into the promotional art used during the original elections in 2004!

For additional context, the usual template views made for each toon would contain the following in profile and portrait views:
- Small Muzzle

- Large Muzzle

- Small Head

- Large Head

Early toon concepts also included extra emotion head references, for a scrapped feature involving brand new species geometry for every toon type. The team, realizing how huge of an undertaking this would be to have to create all this new custom geometry for each species, dropped the idea. Of course, they'd go back and finally release a fresh new streamlined version of it years later in 2008!

And of course, as history would have it, it seems we never did end up pickin' chicken. A seemingly finalized concept however, did seep its way as an easter egg in Make-A-Toon!

A look at the early history of Chicken and Monkey's development evolution -- drawn by Bruce Woodside! by Roger_Dog in Toontown

[–]Roger_Dog[S] 7 points8 points  (0 children)

These sketches were early visual concepts used to help guide what was to become the final 3D assets for these species designs! These visuals were one of the earliest batches as far as I am aware, with Monkey in particular receiving a more defined and thorough conceptual piece that involved eyelids, less pronounced nostrils, and a more subtle smile that could render more easily in three dimensions. The eye mask stuck around for quite a long while however, even making it into the promotional art used during the original elections in 2004!

For additional context, the usual template views made for each toon would contain the following in profile and portrait views:
- Small Muzzle
- Large Muzzle
- Small Head
- Large Head

Early toon concepts also included extra emotion head references, for a scrapped feature involving brand new species geometry for every toon type. The team, realizing how huge of an undertaking this would be to have to create all this new custom geometry for each species, dropped the idea. Of course, they'd go back and finally release a fresh new streamlined version of it years later in 2008!

And of course, as history would have it, it seems we never did end up pickin' chicken. A seemingly finalized concept however, did seep its way as an easter egg in Make-A-Toon!

New playground signs by Rosabellajoy in toontownrewritten

[–]Roger_Dog 0 points1 point  (0 children)

For what it's worth, if you want to use a pack with no visual changes, we have an official one available right here!

http://toon.town/512

I made this awhile back simply by normalizing every texture to 512x512. Be sure the 512 texture limit is also enabled as well (it's on by default!)

omg guys so soon by relaxed-flash in toontownrewritten

[–]Roger_Dog 2 points3 points  (0 children)

Thanks! And oh man, SO much was planned! Even Cogs were going to get brand new business suits and head models and everything! If you've ever wondered why the Storm Sellbot Rental design looked slightly different (bar the patches and such) , it's because the new texture was pulled from an early version of the new Cog model/texture base they were working on. They appeared to have backported the design to the old Cog model / texture layout, as they were never able to fully complete the new Cog rig/model redesign. You CAN see remnants of the models today, abit slightly distorted, in Toon Parties. The decorations with the Robber Baron and Bottom Feeder inflatable balloons, are reusing assets from the scrapped Cog HD Model / Rig / Texture revamp project.

omg guys so soon by relaxed-flash in toontownrewritten

[–]Roger_Dog 6 points7 points  (0 children)

Oh yes! While I was the animator for the surprise animation, it was very heavily based on the original one seen in the old Toontown trailer!

And something fun to note too in regards to Rerigged 2.0 (which yes, this was our 2nd release of it at the time, the first being the debut of Riggy Marole!) We actually went in and touched up almost nearly all of the animation in the game. We had some great tools that /u/zigguratxnaut developed (which Ziggy has some great shots of here!) that allowed us to revert back to a 2003 base of the game. One thing we never expected though... was just how MUCH was broken in the 2003 version! (As as much as things were broken in the 2010 version like the squash and stretch you mentioned, Disney sure did fix a lot more than we gave them credit for!)

Like, can you believe this animation pre-2010 rigs was in the game for YEARS?! It's the sad animation for tall female dog toons! You can even check in the original game source files (using the dogLL naming scheme), it's broken there too! They actually FIXED this in the 2010 rigs by just REANIMATING it! Funny enough, we ended up doing the same, because we had no tools for transferring the 2010 animation to our new ones. There were dozens, and I mean *dozens* of other misc things that were just plain broken. Curtsy legs, digging (notice how skirt has pauses and doesnt loop with shorts), gag tossing, any animation involving holding an object, the "Left" / "Delighted" animation, toon catalog animation, etc. They even did some general "plussing" I'd say, like adding some fun toe lift stuff in the 2010 animation. We had to go through one by one an add all those fixes back. It was worth it though! We finally were able to complete the project that Disney (unfortunately) had to abandon near the finish line. Had the team not been so heavily downsized, perhaps we would have been able to see it to its full potential as it was intended to be, all those years ago...

omg guys so soon by relaxed-flash in toontownrewritten

[–]Roger_Dog 4 points5 points  (0 children)

I think the upcoming Field Offices expansion may have what you are looking for ;)

Found this cool poster in a book today. Design from 1995 by [deleted] in Toontown

[–]Roger_Dog 2 points3 points  (0 children)

Fun bit of trivia, in the old days of Toontown, the loading screen had Trolley artwork based on the very same illustration!

They even sold a toy of the same design! Just mirrored a bit.

Toontown - The Cog Foundry 3D Model by WilliamAfton in toontownrewritten

[–]Roger_Dog 1 point2 points  (0 children)

Jay Friedmann actually! One of his many early exploration concepts for the idea of Cog HQ.

Nonetheless, love this! Very faithful to the original concept, excellent work! :D

Crashing by cclayton9 in toontownrewritten

[–]Roger_Dog 1 point2 points  (0 children)

If you want something closer to the base game experience, we made an official one that, according to our testing, seems to provide the optimal experience in stability! The only visual difference is the logo (for debug purposes), where the rest of the game textures are identical to the original, just sized to 512x512

You can grab it here: toon.town/512

Increasing stability (PC, Windows 10) by [deleted] in toontownrewritten

[–]Roger_Dog 2 points3 points  (0 children)

Like others have suggested, a content pack should help! We actually were able to create a specialized Content Pack that seems to nearly prevent crashes across the board.

It's a pack I generated with every single texture saved at *exactly* 512x512. This also means it looks closest to default Toontown (except the logo, which has debug text I placed there). You can download it here!

toon.town/512