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From: Ezequiel P. <po...@ba...> - 2001-07-06 03:39:10
|
Miguel Guzm=E1n wrote: > Hi, > > Have anyone thought about that translation issue? Now in summer I'l= l have a > little more spare time and I'd like to continue translating pages. I do= n't know > how will this be handled in the new website. > > Best regards, > > Miguel > > ko...@ae... wrote: > > > On Mon, 25 Jun 2001, Philippe Jadin wrote: > > > > > About editing, I'd like to know what is "morally" permitted : can I= edit > > > every page, update stuff that is imho out of date, add info where t= here is > > > nothing? Will this upset someone? > > > > > Go ahead and edit something like that. However in general don't edit > > things that are more creative that you are not involved in. IE if you= are > > not the person writing about goblins don't go in and change the image= s, > > descriptions etc. In general if you think you will step on someone el= ses > > toes I would ask. If there is nothing there, out of data, etc feel fr= ee to > > edit it. > > > > > This is the first big open project I'm involved in, so I have no ex= perience > > > with this. Maybe this could be in the newbie faq? > > > > > Okay I will hand that to Liss who is working on the FAQ. > > Hi everybody... Im new here... I was thinking maybe I could help by translating pages at the website (sp= anish)... So I guess I got here at the right time.... :) What do you think? Ezequiel _______________________________________________ Infra mailing list In...@ma... http://mail.worldforge.org/lists/listinfo/infra |
From: Tess S. <malkin@Radix.Net> - 2001-07-06 00:50:07
|
On Thu, 5 Jul 2001, Dave Turner wrote: > You are fortunate indeed to never have experienced lpszMicrosoftCode. > All of their examples use it. In fact, a Microsoft researcher invented > Hungarian notation. Oy vey. Yes, actually, I *have* run into that before, but I was trying very hard to block it from my memory. It's amazing to what lengths I have gone to try to avoid Windows programming. Tess _______________________________________________ Server mailing list Se...@ma... http://mail.worldforge.org/lists/listinfo/server |
From: Bryce H. <br...@ne...> - 2001-07-05 23:44:06
|
On Thu, 5 Jul 2001, Andrew Styons wrote: > > I've followed WorldForge and Sphere, and they are powerful and > > flexible platforms. But they lack a critical mass of graphical > > assets (that don't belong to EA), and are already fracturing into > > incompatible subsets (within themselves, never mind between each > > other). > > Perhaps this in in reference to our practice of encouraging multiple clients > using different graphics within the same game? Or the fact that we're > working on STAGE and Acorn at the same time? Multiple map editors? Multiple > rulesets/genres/worlds? I'm sure to someone that hasn't been following us > very closely it's quite confusing and we seem incredibly fractured. *Nod* yeah it seemed kind of a spurrious complaint to me. We actually have a pretty good method to our madness, and compared with many open source projects we're a little bit better organized than usual. Interesting that we're being considered as one of two potentially viable open source 3d libs though. :-) Bryce _______________________________________________ General mailing list Ge...@ma... https://mail.worldforge.org/lists/listinfo/general |
From: kosh <ko...@ae...> - 2001-07-05 23:40:08
|
On Thursday 05 July 2001 04:14 pm, you wrote: > Hi, > > Have anyone thought about that translation issue? Now in summer I'll > have a little more spare time and I'd like to continue translating pages. I > don't know how will this be handled in the new website. > So far the exact method has not been designed in yet however it is a capability of the system. I am not sure entirely how translations should be handled yet. How would you like to see translations handled? _______________________________________________ Infra mailing list In...@ma... http://mail.worldforge.org/lists/listinfo/infra |
From: Andrew S. <Dre...@ho...> - 2001-07-05 22:51:21
|
> Mention of worldforge down near the end... > I am unsure what is meant by "fracturing into incompatible subsets", > though. > > I've followed WorldForge and Sphere, and they are powerful and > flexible platforms. But they lack a critical mass of graphical > assets (that don't belong to EA), and are already fracturing into > incompatible subsets (within themselves, never mind between each > other). Perhaps this in in reference to our practice of encouraging multiple clients using different graphics within the same game? Or the fact that we're working on STAGE and Acorn at the same time? Multiple map editors? Multiple rulesets/genres/worlds? I'm sure to someone that hasn't been following us very closely it's quite confusing and we seem incredibly fractured. -Drew _______________________________________________ General mailing list Ge...@ma... https://mail.worldforge.org/lists/listinfo/general |
From: Miguel <ag...@te...> - 2001-07-05 22:15:06
|
Hi, Have anyone thought about that translation issue? Now in summer I'll = have a little more spare time and I'd like to continue translating pages. I don'= t know how will this be handled in the new website. Best regards, Miguel ko...@ae... wrote: > On Mon, 25 Jun 2001, Philippe Jadin wrote: > > > About editing, I'd like to know what is "morally" permitted : can I e= dit > > every page, update stuff that is imho out of date, add info where the= re is > > nothing? Will this upset someone? > > > Go ahead and edit something like that. However in general don't edit > things that are more creative that you are not involved in. IE if you a= re > not the person writing about goblins don't go in and change the images, > descriptions etc. In general if you think you will step on someone else= s > toes I would ask. If there is nothing there, out of data, etc feel free= to > edit it. > > > This is the first big open project I'm involved in, so I have no expe= rience > > with this. Maybe this could be in the newbie faq? > > > Okay I will hand that to Liss who is working on the FAQ. > > _______________________________________________ > Infra mailing list > In...@ma... > http://mail.worldforge.org/lists/listinfo/infra -- Miguel Guzman Miranda A.k.a: Uija, Aglanor E-Mail: ag...@te... Find me at: [Tcouax], [Technodian],[GURPS],[Tinieblas] [BGspain],[Guardianes],[Angra] [Tolkien],[UAN],[Lambenor] And=FAn=EB pella, Vardo tellumar nu luini yassen tintilar i eleni _______________________________________________ Infra mailing list In...@ma... http://mail.worldforge.org/lists/listinfo/infra |
From: Bryce H. <br...@ne...> - 2001-07-05 21:55:08
|
Mention of worldforge down near the end... I am unsure what is meant by "fracturing into incompatible subsets", though. ---------- Forwarded message ---------- Date: Wed, 4 Jul 2001 13:25:37 -0400 From: Dave Rickey <da...@my...> Reply-To: mu...@ka... To: mu...@ka... Subject: Re: [MUD-Dev] Libs for 3D Client/Servers -----Original Message----- From: Travis Casey <ef...@ea...> > On Tuesday July 03, 2001 17:10, Dave Rickey wrote: >> The key point would be graphical assets, I'd suggest hard-coding >> that format and make it unchangeable by the users. > I'm not sure what you mean here -- do you mean that the format is > unchangeable, or that the graphics are formatted in a way to try > to make them unchangeable? I doubt you can do the latter (after > all, the client has to be able to decode the format), and I'm not > really sure what the point of the former is. By "Hard-Coding", I mean create an engine-specific published format which you would support, and a converter for .3DS files. Use your own specs for animations (skeleton, keyframe, etc.), multitexturing, skinning, make it a flexible format but one that you cooked up yourself to be compatible with your engine. > If the art is not truly needed for the game (i.e., if it's easily > replaceable by drop-in other art), you could make a case for it > being "merely aggregrated" with the client, and keep it under > separate copyright. That was basicly what I was thinking of. Even though they might be distributed together, the art and the engine that uses it are different things. >> So I'd "copy-left" liscense all of the graphical assets and >> scripts, so that the dragon model created by Joe Artist can be >> picked up by Sam Scripter and given a skin made by his art >> student friend without a lot of fuss, but under a liscense >> (perhaps based on the FreeBSD or LGPL liscense?) that allowed the >> operator to make a profit. And I'd keep the engine itself under >> a traditional liscense, so I could make money selling copies of >> the base client and maintain control of the core codebase, keep >> it from forking into incompatible versions. > This is the only part that wouldn't work under the GPL. You could > sell copies of the base client, but you wouldn't be able to > prevent forks. (And there wouldn't be much reason for people to > buy your base client... once someone out there had a copy, they > could give it away to others.) Yep. Open-Source works well for a lot of things, but for niche products it can be it's own worst enemy when the branches lack the critical mass to sustain a community. Since graphical assets seem to be the critical path for OLRPG's, making sure that one game's assets can get reused seems critical. Once somebody has gone to the effort to create a dragon model, that model needs to be freely available for modification and re-use. If there are alternate versions of the client out there, you can easily wind up with assets that are not effectively available to you because of incompatibilities. I've followed WorldForge and Sphere, and they are powerful and flexible platforms. But they lack a critical mass of graphical assets (that don't belong to EA), and are already fracturing into incompatible subsets (within themselves, never mind between each other). --Dave Rickey _______________________________________________ MUD-Dev mailing list MU...@ka... https://www.kanga.nu/lists/listinfo/mud-dev _______________________________________________ General mailing list Ge...@ma... https://mail.worldforge.org/lists/listinfo/general |
From: Tess S. <malkin@Radix.Net> - 2001-07-05 21:51:09
|
On Mon, 2 Jul 2001, Tommi Laukkan wrote: > Thank you all, > > We will try to keep everything in one peace meanwhile. Good luck to you > too with your house and all=). Yeah, I'll try not to be too much of a bully to poor Morgy. And Bryce, we want to see pictures of the house when it's done! Tess _______________________________________________ Server mailing list Se...@ma... http://mail.worldforge.org/lists/listinfo/server |
From: Bob R. <bo...@dp...> - 2001-07-05 21:47:08
|
At 02:53 PM 6/23/01 -0600, ko...@ae... wrote: >On Sat, 23 Jun 2001, Bob Racko wrote: > ><stuff not related to ZOPE snipped>... One >example of this is the real time search engine. If any pages is modified >it is immediately searchable and only that single object that changed >reindexes itself. This makes searching more scalable in that you spread >out the reindexing over time and only for the object that needs it. >Another capability is for the page to modify itself depending on the >viewer. excellence on both parts! >The issue ends up being is that this is not a transfer from wiki -> zope. >It is a complete redesign of the entire system with many added features. > >Bobr I would love to talk with you on irc about this if you have time at >some point. ok, I am most likely to be online thusdays and fridays denver time. not sure what facilities I will be able to use. I am putting in new HW/SW for the local chamber of commerce this week. _______________________________________________ Infra mailing list In...@ma... http://mail.worldforge.org/lists/listinfo/infra |
From: Dave T. <no...@no...> - 2001-07-05 20:55:12
|
Tess Snider wrote: > > On Tue, 3 Jul 2001, John R. Sheets wrote: > > > > m_msgqueue or mMsgQueue (my preference) is about encoding scope. This > > > *is* useful since it gives you information you can't get from the > > > un-decorated name. > > > > Hmmm, that's a good argument, and I must admit that I've never thought it > > through that far. I suppose it should have occurred to me, as you never see > > n_count or b_flag. You do, however, run across the occasional g_foo, denoting > > globally scoped variables. > > The only place I've seen Hungarian notation used AT ALL was in ColdFusion > programming. I guess Allaire had some kind of strange fondness for it. :) > > Tess > You are fortunate indeed to never have experienced lpszMicrosoftCode. All of their examples use it. In fact, a Microsoft researcher invented Hungarian notation. The paper: http://www.allenchen.com/cp802/group/asp/ref01.htm -- -[Dave Turner Stalk me: (215)-545-2859] --------------------------------------------------------------------- "I would say our forefathers would have been ashamed, but they were slave owners." - Slashdot Anonymous Coward. Bring Pug back! _______________________________________________ Server mailing list Se...@ma... http://mail.worldforge.org/lists/listinfo/server |
From: Tess S. <malkin@Radix.Net> - 2001-07-05 20:48:32
|
On Tue, 3 Jul 2001, John R. Sheets wrote: > > m_msgqueue or mMsgQueue (my preference) is about encoding scope. This > > *is* useful since it gives you information you can't get from the > > un-decorated name. > > Hmmm, that's a good argument, and I must admit that I've never thought it > through that far. I suppose it should have occurred to me, as you never see > n_count or b_flag. You do, however, run across the occasional g_foo, denoting > globally scoped variables. The only place I've seen Hungarian notation used AT ALL was in ColdFusion programming. I guess Allaire had some kind of strange fondness for it. :) Tess _______________________________________________ Server mailing list Se...@ma... http://mail.worldforge.org/lists/listinfo/server |
From: Tess S. <malkin@Radix.Net> - 2001-07-05 20:45:31
|
On Tue, 3 Jul 2001, Oliver White wrote: > Multiple instances of STAGE can be active on a given machine, however > each must have a separate port number and a separate copy of the > database. For developmental purposes, it is convenient to allow each > developer to have a contained ``sandbox'' to work in. An easy way to > manage this is to require each developer have their own machine, and > install STAGE and the requisite databases and security settings > themselves. A more efficient mechanism is to employ a web-based > ``automated switchboard'' system. The developer will browse to the URL > of the switchboard CGI program, which will display a listing of who is > running copies of STAGE on which ports. The developer can then select > one of the open ports, select the version of STAGE and the particular > database package to run, and click the submit button. The switchboard > cgi then performs the necessary CVS and database operations to generate > a new instance of the particular version of the server, and to init the > selected database with it. The developer can then immediately log into > the server and conduct their work. When they are finished, they submit > their code or data changes to the repository and then toggle their copy > of the server off for others to use. The switchboard thing may be doable, but I'm not certain whether it's the *right* thing to do. In a lot of places I've worked, developers share a development database, which can be reloaded from backup if anyone mangles it too badly. Periodically, it synchs to the production database, so we're working with data that better reflects what's in production. The only time independent databases are really needed is when someone is working on sweeping, global changes that have the potential to break everyone else's work, and make them unable to test anything else. Just for fun here's one of my advantage/disadvantage charts: SHARED DEV DATABASE: Advantages Disadvantages ------------------------------------------------------------------ Devs can share test data. Devs may mangle data so that other devs have trouble testing. Efficient use of disk space Devs may wipe out each other's test and memory. data, or otherwise taint it. Devs may get advanced warning Incorrect results to an experiment if other data changes in the may be observed if two parties are works will interfere with fiddling with the same data. their own. Dev database is always available; you don't have to waste developer time loading a database copy. -------------------------------------------------------------------- INDEPENDENT DEV DATABASES: Advantages Disadvantages -------------------------------------------------------------------- Devs have security in knowing Devs have to create your own test that no one else is touching data and can't benefit from their their test data. colleagues' work. Devs have the option of using Very inefficient use of resources. a variant version of the database from what the other Devs have no forwarning that another devs are using. dev's changes may cause data changes that might impact their work. --------------------------------------------------------------------- Also, how does one check-in data, in this scenario? Data changes are not strictly additive, aftet all. Sometimes, they involve removing data, or modifying it in some very specific way. Data changes will probably have to be expressed as one-shot scripts of some sort, I imagine. Tess _______________________________________________ Server mailing list Se...@ma... http://mail.worldforge.org/lists/listinfo/server |
From: Ryan T. <mir...@be...> - 2001-07-05 18:49:12
|
I will be attending as well. Dave Zokvic wrote: > Great!! 4 people is actually a semi-decent number. I'm thinking Sunday July > 8, at 20:00 GMT. Now I have to dig up that agenda I created...where did I > put that... > > ----- > David Zokvic > Technology Admin PHS > WorldForge Project Developer http://www.worldforge.org > > Public E-mail: zok...@sc... > > -----Original Message----- > From: med...@ma... > [mailto:med...@ma...]On Behalf Of Philippe Jadin > Sent: Tuesday, June 26, 2001 8:52 AM > To: me...@ma... > Subject: Re: [WF-Media] More people for music meeting > > > add me too - 4 is maybe better than three > > depends on time though > > -- > Philippe Jadin > >> Three's better than 2! > > > > _______________________________________________ > Media mailing list > Me...@ma... > http://mail.worldforge.org/lists/listinfo/media > > _______________________________________________ > Media mailing list > Me...@ma... > http://mail.worldforge.org/lists/listinfo/media > > _______________________________________________ Media mailing list Me...@ma... http://mail.worldforge.org/lists/listinfo/media |
From: Dave T. <no...@no...> - 2001-07-05 18:44:33
|
http://www.cafepress.com They handle the ordering and fulfilment end of running a t-shirt, coffee mug, and mousepad business. You provide the content. It's almost certainly impossible to make a living this way, but it's a decent way to get t-shirts made online. "Woehler, Johannes" wrote: >=20 > What is CafePress ??? >=20 > jo >=20 > -----Original Message----- > From: Dave Turner [mailto:no...@no...] > Sent: Dienstag, 26. Juni 2001 19:05 > To: ge...@ma... > Subject: Re: [WF-General] LinuxTag Worldforge T-Shirts >=20 > Thierry Mallard wrote: > > > > En r=E9ponse =E0 Johannes Woehler <bit...@gm...>: > > > > > Hi all, > > > > Hello :-) > > > > > i will try to get some T-Shirts for the LinuxTag printet. All peopl= e, > > > who > > > want one, please write me a mail. > > > > Let's begin a collection... ;-) > > > > Size : XXL > > Price : hmm.. 20 E ? > > > > Best regards, from the south of France currently > > (too hot for me ;-) ) > > > > Shaman > > > > -- > > Thierry Mallard > > http://vawis.net >=20 > If T-shirts can be made available through CafePress (or similar), then > anyone could get one. It could be done for no profit, or any money > generated could be donated to the FSF, or to reimburse people at > LinuxTag for any free WF stuff that's being given out (I heard somethin= g > about Acorn 0.4 CDs?) >=20 --=20 -[Dave Turner Stalk me: (215)-545-2859] --------------------------------------------------------------------- "I would say our forefathers would have been ashamed, but they were=20 slave owners." - Slashdot Anonymous Coward. Bring Pug back! _______________________________________________ General mailing list Ge...@ma... https://mail.worldforge.org/lists/listinfo/general |
From: John R. S. <js...@mc...> - 2001-07-05 18:44:23
|
Jesse Jones wrote: > > bool Tester::stressTest() { > > /* Add memory consumption check here. */ > > I don't know if you guys have settled on a token for this sort of > thing, but you really need something searchable for stuff like this > (TODO, $$$, whatever). I'd strongly recommend "FIXME" for incomplete or missing core features, and "TODO" for optional extra features. That's basically what I've been using in COAL/Anvil (to varying degrees of consistency, errhum). John -- John R. Sheets, Consultant js...@mc... McCaa, Webster & Associates, Inc. Writing GNOME Applications http://www.aw.com/cseng/titles/0-201-65791-0/ _______________________________________________ Server mailing list Se...@ma... http://mail.worldforge.org/lists/listinfo/server |
From: John R. S. <js...@mc...> - 2001-07-05 18:29:21
|
Jesse Jones wrote: > I'm not sure I like the design of these classes. I think of logging > as a system service global to the app. But these classes make logging > an object level policy which means you can't do things like changing > the log destinations without touching a gazillion places in the code. I'm not sure how well it applies, but Xerox PARC's Aspect-Oriented Programming paradigm might make logging easier to deal with. It's definitely worth a look, and may suggest some better approaches to logging. http://www.parc.xerox.com/csl/projects/aop/ John -- John R. Sheets, Consultant js...@mc... McCaa, Webster & Associates, Inc. Writing GNOME Applications http://www.aw.com/cseng/titles/0-201-65791-0/ _______________________________________________ Server mailing list Se...@ma... http://mail.worldforge.org/lists/listinfo/server |
From: Jason O. <ja...@op...> - 2001-07-05 18:04:08
|
> In fact, as I'm a newbie, I can only provide the tool, and I need comments > like this. It'll also need someone to maintain a list of available licences. > In the meantime, I'll try to do everything myself -> if anyone wants to help > (maintain licences, categories, etc...) *feel free to ask an account!* > > Philippe Ok, I've been saving this email up for quite some time so bear with me if I bring to life some issues that you guys have thought long since dead. ;) I got an account to the media repository the other day and I've stared messing with it a bit. Firstly, I'd like to say you've done a really great job with the repository! It's going to take a bit of polish but it is a very fine start! That said I'll list the problems (as I see them) with the repository and how we can make it even better. Apologies if I seem a little blunt. ;) 1) Your approach to the sample categories seems off to me. I would strongly recommend going with a tree similar to this: 2d Media -Categories 3d Media -Meshes -Categories -Textures -Categories Music -Categories SoundFX -Categories The reason for this being... If I'm Joe Developer and I'm hunting media for my new game chances are I (hopefully) have a good idea about how my game will look visually. Am I building a 3d twitch game? or perhaps an isometric game like Acorn. These are all things that the developer will more than likely have in mind when visiting the repository. I don't particularly care to see 'everything' relating to apples if I'm looking for a specific kind of apple for my game. 2) During the upload process allow me to specify that this new media is part of a set. ie I just checked in a formula-1 race car 3d mesh, texture and also a satisfying revving sound for the car. There should be some facility where I can link media to one another so when a passer by stumbles upon my car mesh he can also see that there's an accompanying texture and sound fx to go along with it. What would be even better is if we could have media in the repository associated with 'media projects' subset groupings of media within that project. Let me explain... Take the example above about the race car media. Let's say I'm the artist and I've created media for a racing game called RacerX (my apologies to the 80's band of the same name ;) complete with 5 Formula-1 cars, sound FX, and roadside scenary. Whenever someone browses the media repository and stumbles across my race car mesh they can see that my mesh is linked to other items in the repository in the following ways: Project #: 43232 (RacerX) Media Set #: 342897 (Formula-1 Car) So our race car mesh would belong to the project #43232 which is better known as the game 'RacerX'. The user can then click on the Project number (which is a hyperlink) and see all media that has been uploaded as part of the RacerX project (including all the cars, sound fx etc). I envision that when you setup such a media project the Project# would be auto-assigned and unique. The name for each project would also have to be unique. Media subset #'s would also be auto-assigned and unique however subset names ('Formula-1 Car' in this case) wouldn't necesarrily have to be unique. Finally, allow the user to create new sets of media and group existing media (as long as they're the artists) into an existing set so that if I forget to group something during my inital checkin I can fix it later. ;) 3) The 'Type' field at the checkin screen needs to be tweaked. Words like 'entity' and 'static object' aren't in the common artist's vernacular and probably shouldn't be used. I'm not even sure the Type field is completely necessary but here would be my choices for selections to appear in the drop down: 1 - Living Object 2 - Moveable Object 3 - Immovable Object 4) We need to add a drop down box at the check in screen called 'Media Type' which would have the following options: 1 - Sprite 2 - Animated Sprite 2 - 3d Mesh 3 - 3d Texture 4 - Music 5 - Sound FX Perhaps there should be more categories but I feel this would be a good start. Users should also be able to search using the above fields to narrow their search scope. 5) When editing an object that already exists in the repository all of the previously entered data should show up when I click 'Edit'. Currently when you go to edit an item in the repository none of the previously entered data carries over. ie I uploaded a hair texture the other day and noticed that I had the license wrong so I click on 'Edit' and all of the fields (including my description) were either blank or set to deafult values instead of what I had entered before. This is a minor gripe that I'm sure you would've taken care of anyhow but I didn't want it to slip through the cracks. :) 6) Implement some method for crediting original authors if my media as the artist is derived from an eariler work. To use our car example above let's say that my foruma-1 car mesh is actually a slight tweak of another formula-1 racing car that someone else (let's say his name is Jack) has created. I just changed the body style a bit by manipulating the mesh. When you click on 'Details' to get more info about my formula-1 mesh there should should be a field that says something like "Based Upon Item #: 234323" which is hyperlinked to the formula-1 racing car that Jack created. I think that's all the suggestions I had in mind. I'll post some more suggestions as I think of them. Let me know what you think of my suggestions! When we do get this tools particulars nailed down I have over 3000 files and 400MBs worth of data (mostly public domain) to upload so this should provide the repository with a very good start! Very nice job Phillipe!! -Jason <Pato> ======================================================================== The fates lead the willing, and drag the unwilling. --Seneca _______________________________________________ Media mailing list Me...@ma... http://mail.worldforge.org/lists/listinfo/media |
From: <aj...@ec...> - 2001-07-05 04:18:30
|
On Wed, Jul 04, 2001 at 11:27:59PM -0400, Joseph Aaron Zupko wrote: > I won't know for sure until I look at the code but my initial guess is > that varconf's usage of namespaces is not 100% ANSI C++ correct and gcc3 > implements them to a point where this causes problems. I won't have time > until this weekend but if anyone would like to take a look at it in the > mean time, be my guest. > From the errors I am pretty certain the problem is use of the std:: namespace. ISO C++, and therefor gcc 3 require its use. Please don't fix this by putting "using namespace std;" in your headers; its messy and it may cause more problems later. Al _______________________________________________ Server mailing list Se...@ma... http://mail.worldforge.org/lists/listinfo/server |
From: Joseph A. Z. <ja...@ps...> - 2001-07-05 03:27:07
|
I won't know for sure until I look at the code but my initial guess is that varconf's usage of namespaces is not 100% ANSI C++ correct and gcc3 implements them to a point where this causes problems. I won't have time until this weekend but if anyone would like to take a look at it in the mean time, be my guest. jaz On Fri, 29 Jun 2001, Per [ISO-8859-1] =D8yvind Karlsen wrote: > It seems that varconf has some issues compiling with gcc3 > Though, as I'm quite novice, it might be some other stuff that messes u= p... >=20 > My gcc version: > [root@delonic varconf-0.5.0]# rpm -qa|grep gcc > gcc-doc-3.0-1Sintrax > gcc-3.0-1Sintrax > gcc-cpp-3.0-1Sintrax > gcc-c++-3.0-1Sintrax > gcc-colorgcc-3.0-1Sintrax > libgcc3.0-3.0-1Sintrax >=20 > My sigc++ version > [root@delonic varconf-0.5.0]# rpm -qa|grep sigc > libsigc++1.0-1.0.3-1Sintrax > libsigc++-examples-1.0.3-1Sintrax > [root@delonic varconf-0.5.0]# >=20 >=20 > [root@delonic varconf-0.5.0]# make > make all-recursive > make[1]: Entering directory `/home/admin/hawkeye/worldforge/varconf-0.5= .0' > Making all in varconf > make[2]: Entering directory=20 > `/home/admin/hawkeye/worldforge/varconf-0.5.0/varconf' > /bin/sh ../libtool --mode=3Dcompile c++ -DHAVE_CONFIG_H -I. -I. -I.. -I= ..=20 > -I/usr/lib/sigc++/include -g -O2 -c config.cpp > rm -f .libs/config.lo > c++ -DHAVE_CONFIG_H -I. -I. -I.. -I.. -I/usr/lib/sigc++/include -g -O2=20 > -c config.cpp -fPIC -DPIC -o .libs/config.lo > In file included from ../varconf/Config.h:35, > from config.cpp:31: > ../varconf/variable.h:45: ISO C++ forbids declaration of `ostream' with= =20 > no type > ../varconf/variable.h:45: `ostream' is neither function nor member=20 > function; > cannot be declared friend > ../varconf/variable.h:45: parse error before `&' token > In file included from config.cpp:31: > ../varconf/Config.h:40: `pair' was not declared in this scope > ../varconf/Config.h:40: parse error before `,' token > ../varconf/Config.h:52: ISO C++ forbids declaration of `ostream' with n= o=20 > type > ../varconf/Config.h:52: `ostream' is neither function nor member functi= on; > cannot be declared friend > ../varconf/Config.h:52: parse error before `&' token > ../varconf/Config.h:53: ISO C++ forbids declaration of `istream' with n= o=20 > type > ../varconf/Config.h:53: `istream' is neither function nor member functi= on; > cannot be declared friend > ../varconf/Config.h:53: parse error before `&' token > ../varconf/Config.h:81: 'parameter_map' is used as a type, but is not=20 > defined > as a type. > config.cpp: In copy constructor `varconf::Config::Config(const > varconf::Config&)': > config.cpp:104: `m_par_lookup' undeclared (first use this function) > config.cpp:104: (Each undeclared identifier is reported only once for e= ach > function it appears in.) > config.cpp:104: `class varconf::Config' has no member named `m_par_look= up' > config.cpp: In function `bool varconf::operator=3D=3D(const=20 > varconf::Config&, const > varconf::Config&)': > config.cpp:134: `class varconf::Config' has no member named `m_par_look= up' > config.cpp:134: `class varconf::Config' has no member named `m_par_look= up' > config.cpp: In member function `void varconf::Config::clean(std::string= &)': > config.cpp:145: use of `ctype' is ambiguous > config.cpp:72: first declared as `<unnamed>::ctype_t=20 > <unnamed>::ctype(char)' > here > /usr/include/g++-v3/bits/localefwd.h:117: also declared as=20 > `template<class > _CharT> class std::ctype' here > config.cpp:145: use of `ctype' is ambiguous > config.cpp:72: first declared as `<unnamed>::ctype_t=20 > <unnamed>::ctype(char)' > here > /usr/include/g++-v3/bits/localefwd.h:117: also declared as=20 > `template<class > _CharT> class std::ctype' here > config.cpp: In member function `void varconf::Config::getCmdline(int,=20 > char**)': > config.cpp:219: `parameter_map' undeclared (first use this function) > config.cpp:219: parse error before `::' token > config.cpp:223: `I' undeclared (first use this function) > config.cpp: At global scope: > config.cpp:283: invalid use of member `varconf::Config::istream' > config.cpp:283: `in' was not declared in this scope > config.cpp:284: `void varconf::Config::parseStream' is not a static=20 > member of > `class varconf::Config' > config.cpp:284: variable `void varconf::Config::parseStream' has=20 > initializer > but incomplete type > config.cpp:284: syntax error before `{' token > config.cpp:291: parse error before `while' > config.cpp:300: ISO C++ forbids declaration of `name' with no type > config.cpp:300: conflicting types for `int varconf::name' > config.cpp:288: previous declaration as `std::string varconf::name' > config.cpp:300: `c' was not declared in this scope > config.cpp:301: parse error before `break' > config.cpp:304: ISO C++ forbids declaration of `state' with no type > config.cpp:304: conflicting types for `int varconf::state' > config.cpp:289: previous declaration as `<unnamed>::state_t varconf::st= ate' > config.cpp:305: parse error before `break' > config.cpp:376: ISO C++ forbids declaration of `value' with no type > config.cpp:376: `c' was not declared in this scope > config.cpp:377: parse error before `break' > config.cpp:380: ISO C++ forbids declaration of `state' with no type > config.cpp:381: parse error before `break' >=20 > config.cpp:395: ISO C++ forbids declaration of `setItem' with no type > config.cpp:395: initializer list being treated as compound expression > config.cpp:395: cannot convert `std::string' to `int' in initialization > config.cpp:396: parse error before `break' > config.cpp:399: ISO C++ forbids declaration of `setItem' with no type > config.cpp:399: redefinition of `int setItem' > config.cpp:395: `int setItem' previously defined here > config.cpp:399: initializer list being treated as compound expression > config.cpp:399: cannot convert `std::string' to `int' in initialization > config.cpp:400: parse error before `break' > config.cpp:403: ISO C++ forbids declaration of `setItem' with no type > config.cpp:403: redefinition of `int setItem' > config.cpp:399: `int setItem' previously defined here > config.cpp:403: initializer list being treated as compound expression > config.cpp:403: cannot convert `std::string' to `int' in initialization > config.cpp:404: parse error before `break' > config.cpp:413: ISO C++ forbids declaration of `escaped' with no type > config.cpp:414: parse error before `}' token > config.cpp:418: ISO C++ forbids declaration of `setItem' with no type > config.cpp:418: redefinition of `int setItem' > config.cpp:403: `int setItem' previously defined here > config.cpp:418: initializer list being treated as compound expression > config.cpp:418: cannot convert `std::string' to `int' in initialization > config.cpp:419: parse error before `break' > config.cpp:449: ISO C++ forbids declaration of `col' with no type > config.cpp:450: parse error before `}' token > config.cpp:534: invalid use of member `varconf::Config::ostream' > config.cpp:534: `out' was not declared in this scope > config.cpp:535: `bool varconf::Config::writeToStream' is not a static=20 > member of > `class varconf::Config' > config.cpp:535: syntax error before `{' token > config.cpp:539: parse error before `for' > config.cpp:539: syntax error before `!=3D' token > config.cpp:539: syntax error before `++' token > config.cpp:542: syntax error before `!=3D' token > config.cpp:542: syntax error before `++' token > make[2]: *** [config.lo] Error 1 > make[2]: Leaving directory=20 > `/home/admin/hawkeye/worldforge/varconf-0.5.0/varconf' > make[1]: *** [all-recursive] Error 1 > make[1]: Leaving directory `/home/admin/hawkeye/worldforge/varconf-0.5.= 0' > make: *** [all-recursive-am] Error 2 > [root@delonic varconf-0.5.0]# >=20 > _______________________________________________ > Server mailing list > Se...@ma... > http://mail.worldforge.org/lists/listinfo/server >=20 _______________________________________________ Server mailing list Se...@ma... http://mail.worldforge.org/lists/listinfo/server |
From: Jonathan W. <jwi...@ea...> - 2001-07-05 02:33:36
|
Edmund, With the compiling, I meant just the basics (which is basically what I know). Make sure to ask questions if needed. When you are ready to go on to Arrays tell me. There are three main kind of loops: for statement while loops do while loops ********** For Loops ********** The for loop/statement is a really powerful tool for programming. One of the most common uses for the for loop is to execute a statement or block of statements a certain number of times. Let's say that you want to cout the number 1 through 10 with a new line in between each. With the for statement you can do it like so: for (int x=1; x<=10; x++) cout << x << endl; The for loop has three parameters. The first parameter is the intialization expression (int x=1), the second the condition (x<=10), and last the iterating expression (x++). In our example, the for loop notices the intialization expression first. Upon executing, a variable x is defined as being 1. Then it follows the following loop: 1. Check condition, break out of loop if false 2. Execute the statement or body thereof (cout << x << endl;) 3. Execute the iterator statement (x++, which is the same as x=x+1;) What if you want a list of numbers starting with 1 and multiplied by 2 each time (1,2,4,8)? You can do the following: for (int x=1; x<=10; x*=2) cout << x << endl; If you want to execute more than one statement use brackets like the following: for (int x=1; x<=10; x*=2) { cout << x << endl; // can add more statments } ********** While Loops ********** A while loop will execute and continue to execute as long as the condition is true. The structure is as follows: while(true) statement; or while(true) { statements; } ********** Do While Loops ********** A do while loop will execute at least once, but after that the condition has to be true. The syntax is: do { statements; } while(condition); Here is a program using the do while loop that will print numbers from 0 to 10: #include <iostream.h> int main() { int x = 0; do { cout << x << "\n"; x++; } while (x < 10) return 0; } -- jw-proph Edmund wrote: >> Sorry for not contributing in a while, although I no longer have the >> motivation >> I used to to learn new c++ stuff (like with STL) and write lessons. I >> am going > > > I know what you mean, but not with C++ but with other stuff. Enthusiasm > tends to mellow out after a while. I suppose this goes with the > territory. > >> start college this fall, majoring in CS; that will hopefully get my >> interest back > > > (Or make you completely bored of programming.. *snicker*) J/king. > Seriously, good luck with college. > >> [x] Compiling >> [ ] "Hello, World!" >> [ ] Variables, Input >> [ ] Arithmetic Operations >> [ ] Conditional Statements >> [x] Loops (For, Do, While) >> [x] Arrays >> [x] Functions >> [ ] Headers >> [x] Pointers >> [x] Pointer Examples >> [x] Classes >> [x] Inheritance with Classes >> > > My list probably has changed since the beginning; but it's mostly > because > I can't remember what I had selected before. I'm not too sure about > compiling, since the basic 'gcc -o hello hello.cpp' usually does > the trick most of the time. > > Edmund > |
From: Brent a. L. <bar...@be...> - 2001-07-05 02:25:55
|
I found WorldForge by clicking on the "200,000 lines of code" banner. :-) Brent ----- Original Message ----- From: Bryce Harrington <br...@ne...> To: <ge...@ma...> Sent: Tuesday, July 03, 2001 11:46 PM Subject: Re: [WF-General] We need a tag line > Here's some banners that sdt made for us a long time ago: > http://www.worldforge.org/website/news/banners/.html > > I've always liked word-playing on the "forging" but I'm really getting a > kick out of some of the suggestions being made. "...winner of the award > for the messiest website..." hehe. :-) > > Bryce > > On Tue, 3 Jul 2001, Erik Starck wrote: > > > > > >This one relates to both the source-reveals-truth and the you-are-creator > > >theme: > > > WorldForge: Let there be light. > > > > I like that one...! > > "WorldForge. Coz it's nice to be God." ;) > > > > Here's some other suggestions: > > "WorldForge. One world is not enough." > > "WorldForge. Build it. Live in it. Conquer it." > > "WorldForge. More than a game." > > "WorldForge. Virtual worlds. Real people." > > "WorldForge. Open source and open worlds. You are welcome." > > > > > > -- Erik > > > > > > > > _______________________________________________ > > General mailing list > > Ge...@ma... > > https://mail.worldforge.org/lists/listinfo/general > > > > _______________________________________________ > General mailing list > Ge...@ma... > https://mail.worldforge.org/lists/listinfo/general > _______________________________________________ General mailing list Ge...@ma... https://mail.worldforge.org/lists/listinfo/general |
From: Robert O. <rob...@bi...> - 2001-07-04 21:39:24
|
Not sure if direct posting to the newsgroup is being forwarded by the mail server... Here is a post I sent last night... ----- Original Message ----- From: "Milamber" <rob...@bi...> Newsgroups: worldforge.world Sent: Wednesday, July 04, 2001 10:42 PM Subject: Summerset Editing > Hi all, > > I have been investigateing economics in Dural and so have been looking at > the /website/worlds pages to do some reasearch. > > There are some inconsistances that need to be looked into, however I was > wondering how far I should go in editing to correct any economic problems > and other inconsitancies I have found. > > A lot of work has gone into all these pages, both in artwork and thought, > and I dont want to change any story lines/quests/depenancies/ledgends etc > that others have worked hard to create!!! > > For example here is Summerset > http://www.worldforge.org/website/worlds/dural/gazetteer/cambria/summerset.h > tml > > Economy > Summerset is an important trading center, because most of the trade can > easily be done on the water way. So the city has alway a big supply of very > different and foreign goods. The inhabitants of other smaller settlements in > Cambria often travel to Summerset in order to get goods which are not > offered elsewhere. "Whatever you want, you can get it in Summerset" > > The importation of metal from Tasqwasd is also done on ships. Metals are > rare in the Rift Valley. So Summerset is dependend on trading for production > of weapons, armor, jewellery and more. Wood production is flourishing since > Summerset is surrounded by large resources of wood. > > Population > (Total via WebSite = 102, I think I have missed one as I have counted 101) > Artist * 6 > Baker * 3 > Bard * 9 > Bar Maid > Bar Tender > Blacksmith * 2 > Children * 8 > Druid * 12 > Farmer * 5 > Fighter * 24 > Jeweller * 2 > Joiner/Wood Worker * 3 > Mage * 14 > Miller > Potter * 4 > Stock Farmer * 2 > Tailor * 4 > > This produces some problems, some can be accounted for with some skewing... > 1. Not enough food producers (only 7% of population) > 2. Not enough farms to support a mill (5:1 seems quite small) > 3. 24% of population are Fighters, This is extremely high, what are they > fighting? > 4. Only 8% of the population are children, if the average life sees for 4 > generations, we need 25% children, 3 = 33% otherwise there is negative > popluation growth. > 5. Way too many Mages (14) and Druids (12) unless there is some kind of > magic schools here.... > 6. A Fortified Wall the entire way around the town (Which I think is way > cool, but unrealistic), with the population of only 102 (Long time to build > it, lots of resources too). > 7. (My favorite) 3 Inns, 1 Bartender, 1 Barmaid and enough bards to sink 2 > battle ships! > 8. No Lumber Jacks with a booming Lumber industry! (Milamber enters in a > Flanel Checked Jacket, "I'm a lumber jack and I'm OK.....") > 9. No School (YAY!!) > > SOOOoo, the questions are; > 1. Should we be realistic with the population, or have story lines? > 2. How many NPC's should we have as a maximum? Will we be able to handle a > population of 1000+ 10,000 NPC's in a town? Can I add NPC's to balance > things up? > 3. Should I edit Summerset or ask the Original author too, Keep my > additions/allterations separate or have them combined > > I dont mind if summerset stay's exactly how it is now, {apart from the bad > service in the Inns, great entertainment tho ;) }, but we need to keep this > in mind if we want a dynamic world. If that is what we want, Summerset and > other parts of the world would change rapidly as they are currently quite > unbalanced. > > We need a hard think before we press the "Dynamic" button. > > Also I am not picking on Summerset, this is actually the first town I have > looked into with any depth. I hope that all of the towns have this level of > detail and effort put into them.... > > Milamber. > > _______________________________________________ World mailing list Wo...@ma... http://mail.worldforge.org/lists/listinfo/world |
From: Milamber <rob...@bi...> - 2001-07-04 21:37:51
|
_______________________________________________ World mailing list Wo...@ma... http://mail.worldforge.org/lists/listinfo/world |
From: Anders P. <de...@in...> - 2001-07-04 21:14:13
|
On Wed, 04 Jul 2001 22:58:37 +0300 Hans H=E4ggstr=F6m <han...@he...> wrote: > Hmm.. Randomly selected start up tag lines? Silence-py actually does this already. With all the taglines that have showed up in this thread. :-) > There has been lots of good suggestions, at least we can keep them in mind=20 > if we > need more slogans later. And here are some cites I've dug up that might fit too: "Luke, use the forge, use the WorldForge." "WorldForge: Dreamers with drive, commitment and keyboards." "WorldForge: Code checked in. Just a warning... ;-)" --=20 Anders Petersson aka Demitar "Isn't that dangerous?" "Yes, but I'm reckless and welding is fun!" - Beneath a Steel Sky _______________________________________________ General mailing list Ge...@ma... https://mail.worldforge.org/lists/listinfo/general |
From: <ko...@ae...> - 2001-07-04 20:45:06
|
Designing the webpages of tomorrow http://webme-eng.com Designing the MMORPGS of tomorrow http://worldforge.org On Mon, 18 Jun 2001, Philippe Jadin wrote: > > install both but I am not entirely sure what is required right now to > > setup the databases. How are you planning to handle versions in the > > relation database? With postgres zope will manage the transactions > > automaticaly and cache the connections which makes things easier then it > > normally would be. > > Well, finally I found it was better to use zope to store media metadata and > not use any rdbms. It's much more flexible and easier to implement. I'll > provide some kind of xml representation of metadata per object or per > folder, this would give easy connections with another system. And the lack > of SQL is not a problem imho if I use zcatalog. > > Moreover, as you said it is hard to implement versions in a rdbms. > > So, what do you think about a 100% zope solution? For now I'd like to use > standard zope image/file products because they do exactly what we need > (catalog awareness can be implemented easily in the the addMedia python > script). And those are the right type added when you submit a file or an > image to zope. > That will certainly work for me. > Another question : is it better to have a separate catalog for media or not? > Imho it would be better to have a separate one, but I'd like to have your > opinion on this. Because I'll add a search page to the media ui soon. > A seperate catalog is probably a good idea however the nice thing is I can still hook the master search engine to it easily. > As for ftp access, I have quite a solution : we could create a special ftp > account (a special role maybe) which would only have "add image/file", "ftp > access" and "view" permissions. This way it would be impossible to delete > files (only add new ones) with ftp. This way I can't see a security risk if > the password is sniffed, all the bad guy could do is add/view new files. > I think this should work fairly well. > When Tony will have the categories, and when the ui will be finished, when > can we expect to have the media ui zope working "technically"? I mean there > is probably some work on your end, for example having a separate mount of > zodb only for media, and check for the 2gb limit, backups etc... I can not > help a lot there, because I don't know zope enough for this. Anyway if I can > help, let me know. Adding another zodb should not be a problem. The 2gb limit should not exist if the box was set up correctly. It certainly doesn't on any of my boxes. Well we will certainly find out if that is a problem. ;) The nice thing is that the zodb will just stop growing and will give errors and which point we mount another one and move some stuff over. Backups should not be too hard will have to find someone we can do backups with. Would really help if zsyncer progressed more. > > Finally, I can't have zsyncer working anymore (but it's probably a problem > on my end) : I get parameter error - bobobase_modification_time or something > like this (and I cannot see what I changed). Seems to be a known bug of > zsyncer, maybe we'll have to wait for the new release... > For zsyncer I am not sure. I have found it to be fairly flakey. > I got very few feedback about this media repository, so maybe it's not > urgent at all, we'll see ;-) > > > Thanks, > > Philippe > > > > > _______________________________________________ > Infra mailing list > In...@ma... > http://mail.worldforge.org/lists/listinfo/infra > _______________________________________________ Infra mailing list In...@ma... http://mail.worldforge.org/lists/listinfo/infra |