You can subscribe to this list here.
2000 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(6) |
Dec
(29) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2001 |
Jan
(9) |
Feb
(12) |
Mar
(2) |
Apr
(1) |
May
(34) |
Jun
(23) |
Jul
(33) |
Aug
(75) |
Sep
(53) |
Oct
(40) |
Nov
(47) |
Dec
(131) |
2002 |
Jan
(87) |
Feb
(110) |
Mar
(48) |
Apr
(100) |
May
(147) |
Jun
(303) |
Jul
(75) |
Aug
(30) |
Sep
(47) |
Oct
(103) |
Nov
(66) |
Dec
(43) |
2003 |
Jan
(56) |
Feb
(60) |
Mar
(151) |
Apr
(60) |
May
(30) |
Jun
(15) |
Jul
(47) |
Aug
(25) |
Sep
(58) |
Oct
(70) |
Nov
(51) |
Dec
(72) |
2004 |
Jan
(89) |
Feb
(69) |
Mar
(231) |
Apr
(234) |
May
(96) |
Jun
(77) |
Jul
(84) |
Aug
(96) |
Sep
(207) |
Oct
(180) |
Nov
(107) |
Dec
(64) |
2005 |
Jan
(64) |
Feb
(124) |
Mar
(107) |
Apr
(37) |
May
(34) |
Jun
(80) |
Jul
(70) |
Aug
(103) |
Sep
(175) |
Oct
(191) |
Nov
(65) |
Dec
(56) |
2006 |
Jan
(191) |
Feb
(76) |
Mar
(86) |
Apr
(57) |
May
(77) |
Jun
(32) |
Jul
(47) |
Aug
(73) |
Sep
(12) |
Oct
(42) |
Nov
(29) |
Dec
(24) |
2007 |
Jan
(22) |
Feb
(17) |
Mar
(48) |
Apr
(7) |
May
(2) |
Jun
(2) |
Jul
(3) |
Aug
(3) |
Sep
|
Oct
|
Nov
(1) |
Dec
|
2008 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(2) |
Jun
|
Jul
(3) |
Aug
|
Sep
(1) |
Oct
(1) |
Nov
|
Dec
|
2010 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(3) |
Nov
|
Dec
|
2011 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
(1) |
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2012 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
(1) |
Oct
|
Nov
|
Dec
|
2013 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Ghoust <gh...@gm...> - 2007-04-08 20:29:07
|
Hi, To whoever is the maintainer of the nebula bugzilla: I am not able to create a new password after having it reset by the password change request for forgotten passwords. What am I doing wrong? If I set a new password the tool states all went fine, on login I get invalid username/password errors. nice to have: The inform for the password request states enter your login name, whcih is false, you have to enter your email, so guess this could be corrected to save a click or two ;-) Can anybody fix the password issue? thnx Tom |
From: Vadim M. <va...@cu...> - 2007-04-08 10:44:19
|
Hi, New dependency packages for Mangalore are now available for download. Please read the announcement on http://nebuladevice.org for more info, and let me know if you run into any problems. -+ enlight +- |
From: Mateu B. <mb...@gm...> - 2007-04-03 04:40:31
|
2007/4/3, Vadim Macagon <va...@cu...>: [snipped] > That should be http://sharedmind.blogspot.com :) Ooops ! Thanks enlight. I didn't want to share my Ming at all :D > You mention that the calculation of symbol ids can be done as a > pre-compile build step or by the Nebula build system, which way did you > implement it? We implement it with the Nebula build system as a new generator type, which should be more portable but it has the annoyance of having to redo this process when you add or change a symbol in your code (although we could do easily that the pre-build step calls this generator before compiling). We alleviate this problem by having to rerun this only for the release, and doing a more dynamic runtime symbol register in debug. By the way, I forgot to say we allow insertion of new symbols in runtime. > This sounds interesting, but since it's a change to the core we're going > to have to figure out how to proceed. I'm going to write up some options > this evening. Yeah, I know. In my opinion I'd not change the core at all, it is not worth, less if we think that Nebula 3 is near. I have had just bad experiences so far by modifying the core, for example the change to nObject (which IIRC Bruce and Enlight did) and the signal system (done by Bruce and me). Even that both changes have been very useful and worth for us. But what I mean is changing apart from Radon Labs is like signing a death penalty for those features, or worse creating a branch off the main project. I like this feature and I was aiming that this or something similar is considered for Nebula 3 core, which seems to be not so far away (so maybe it is too late for that). I just wanted to catch the attention of floh, I did a post in his blog about this. And he did an interesting reply: Floh said...: "Hmm, this seems to be similar to our "Attribute Id's" we have built for Mangalore and which will be integrated in Nebula3 (and heavily used). Attribute Id's are unified string/fourcc/C++-symbol identifiers. When using them in C++ code, you use the C++ symbol (and get a compile error if the attribute id doesn't exist), but you can also get the associated string or fourcc code, which is useful for persistency or communication (since the symbol form is basically a pointer to a static C++ object which doesn't make sence across processes). Attribute Id's are also associated with a datatype (like Int, Float, etc...), and using a mismatching datatype with the attribute id also results in a compile error. I think one of my next blog posts will be about attributes ;)" I've taken a look at this, and I've some comments: In my opinion, the attribute ids just share some of the functionality with the symbols, but attribute ids are a much higher level than symbols. The attribute ids could be implemented on top of the symbol system. Attribute ids come with extra functionality which limits the general applicability of symbols. The symbol system just provides one thing, a constant string, that can be used in many places. Attribute types can be checked for existence in compile time. This seems good a priori, and probably it is the proper thing with attributes. But this means that attribute ids must be declared and registered explicitly, symbols are aimed to be very simple to use because we thought that if they're more complicated than necessary programmers will not use them. That's why the programmer has just to write NS(symbol) to use a symbol, that's all, and that's why we have written a build system generator to do all the "register" process behind the scenes (we wanted a compile-time solution not runtime). And it would be much simpler if C++ already had symbols meant to be used by the programmer, many other languages have them. Back to the main theme, comparing symbols and attributes (just in the symbol functionality), I think attributes are not that easy to use, you have to define them, register them, and the fourccs are still really there so all problems defined before are still there as well. BTW, I forgot one more example of the applicability of symbols. For those enums that have to be converted from and back to string (there are many of those in Nebula). Symbols already provide that functionality, so these functions are not needed anymore. cheers Mateu |
From: Vadim M. <va...@cu...> - 2007-04-02 22:39:29
|
Mateu Batle wrote: > Hi guys, > > I'd like to share some details about an extension we have done to the > Nebula 2 engine kernel to begin some discussion and getting some > comments. Basically it is the substitution of four character codes > (fourcc or 4cc) by symbols. I'll introduce now to the concepts with > some examples and details about the implementation. BTW, this is a > copy from a post in my blog, which I've inaugurated recently, > http://sharedming.blogspot.com, although there is no much to see there > yet. Hi Mateu, That should be http://sharedmind.blogspot.com :) You mention that the calculation of symbol ids can be done as a pre-compile build step or by the Nebula build system, which way did you implement it? This sounds interesting, but since it's a change to the core we're going to have to figure out how to proceed. I'm going to write up some options this evening. -+ enlight +- |
From: Mateu B. <mb...@gm...> - 2007-04-02 18:13:59
|
Hi guys, I'd like to share some details about an extension we have done to the Nebula 2 engine kernel to begin some discussion and getting some comments. Basically it is the substitution of four character codes (fourcc or 4cc) by symbols. I'll introduce now to the concepts with some examples and details about the implementation. BTW, this is a copy from a post in my blog, which I've inaugurated recently, http://sharedming.blogspot.com, although there is no much to see there yet. A fourcc is basically a very efficient way to represent a string. It is small in size (just the size of an integer variable), and it is way faster to compare fourccs than strings. An additional adavantage is that it can be used as a hash key in order to get fast lookups. Those where the advantages, but which are the drawbacks ? Just one, it makes programming more cumbersome. Some examples of fourccs are 'SCPN' for "SetCompanyName" and 'GCRS' for "GetCurrentState". I agree that fourccs are efficient and I'd like to keep that somehow, but they make the programmer's life more difficult, they force us to write more code than needed making the resulting code more difficult to read and maintain. "Less code, better code". Let's analyze what a programmer needs to do in order to use fourccs: * Create a fourcc from a string they represent (and remember them). * Register somehow the relation of the fourcc and its string. * Write two versions of the methods, one for accessing by string (slower) and another accesing by fourcc (faster but harder to use and read). There are several examples of these in Nebula 2 code base, like the command names and the signal names. And there are even more examples in Nebula 3, like the class names and the attributes. Let's go to the point. The idea of symbols is basically a constant string, a string that does not change during the runtime of the application. Using symbols the programmer just have to rememeber one string and code one version of the function, that's all, less work and more important easier to read and therefore to maintain. Let's see some examples of usage to clarify it: void IncIntAttribute(nSymbol attributeName) { int val = this->GetIntAttribute(attributeName); val++; this->SetIntAttribute(attributeName, val); } obj->RegisterIntAttribute( NS(LoopCount) ); obj->SetIntAttribute( NS(LoopCount), 0 ); obj->IncIntAttribute( NS(LoopCount) ); Note: the macro NS(XXX) is a preprocessor macro that does some magic to convert the parameter XXX into an actual value (NS is a shortcut for NEBULASYMBOL). Actually this is the hard part of the system, but it can be done since symbols are known at compile time. Implementation details: * There is a preprocessor macro NS(XXX) which basically maps into a C++ preprocessor define. These defines are generated automatically in a process explained later on. For example NS(LoopCount) translates into the preprocessor define NSYMBOLID_LoopCount (which maps to an integer). #define NS(XXX) NSYMBOLID_ ## XXX * There is a nSymbolId type which is basically a typedef of an int. This is the same size of a fourcc. * There is a nSymbol C++ object, which wraps a nSymbolId and provides some handy functions to do conversions to and from strings and fast symbol comparison. Passing nSymbol and nSymbolId as function arguments is as efficient as with fourccs. * How to calculate the symbol id ? Any way for mapping from string to an intteger can be used. But one property must be enforced, it has always to give the same value in any source code in any file. That's why we use the CRC (Cyclic Redundancy Check) algorithm, which could provide some collisions in theory (two different symbols given the same id), but it has never happenned in practice. In the case of this situation happens, we detect it and warn the programmer. * When to calculate the symbol id ? It can be done in several ways, but basically it has to be done between the time after writing the source code and before compiling. It could be a pre-compile build step, or part of the build system of Nebula. This process basically generates an include file common for the whole target which has all the symbols included in the target, for example: #define NSYMBOLID_CLASS 2819245958 #define NSYMBOLID_nroot 4018013252 * Additionally, we have a symbol table, which basically maps from nSymbolId to a C string. So when the string has to be recovered from the symbol there is a small penalty, although this operation is not done normally (and in some systems it is just kept as a debug feature). There is also an autogenereated C++ file (generated in the same build process) which does the automatic registration of the symbol ids and symbol strings. cheers Mateu |
From: eric w. <er...@ra...> - 2007-04-02 10:47:24
|
Oooopps! :/ Hehe.. Pardon me Franklin! :] I really didn't mean to pss someone off. I just thought its a common service people usually use for mailinglists Some slight colors would help I think. Its quite flat now. And maybe the replies could be collapsed like in gmail. Know what I mean? Actually. When you look at nabble - its not that far away from a forum = at all. Why isn't the nabble-mailinglist-forum not implemented on = nebuladevice.org yet?!?! eRiC -----Urspr=FCngliche Nachricht----- Von: neb...@li... [mailto:neb...@li...] Im Auftrag = von fschmidt Gesendet: Samstag, 24. M=E4rz 2007 04:07 An: neb...@li... Betreff: Re: [Nebula-Discuss] Starting the community (Ghoust) eric werner wrote: >=20 > (I know nabble does that too with the > mailinglist. But nabble just looks messy. It perfectly fits to almost = all > points Tom said.) >=20 I'm sorry that Nabble looks messy. We are just a few programmers trying = to provide a useful service. If you tell me how Nabble could look better, = we will improve it. Franklin Schmidt Nabble.com --=20 View this message in context: http://www.nabble.com/Starting-the-community-%28Ghoust%29-tf3446567.html#= a96 46592 Sent from the nebuladevice-discuss mailing list archive at Nabble.com. -------------------------------------------------------------------------= Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share = your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Neb...@li... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
From: Ian <ia...@re...> - 2007-03-27 20:38:25
|
<BR> Yup, still interesting none-the-less. Goes a bit hand in hand with what Flo= h is talking about in his blog as well. <BR> <BR> <BR> <span style=3D"font-weight: bold;">On Tue Mar 27 16:27 , Ghoust <ghoust@gmx= .de> sent:<BR> <BR> </gh...@gm...></span><blockquote style=3D"border-left: 2px solid rgb(245,= 245, 245); margin-left: 5px; margin-right: 0px; padding-left: 5px; padding= -right: 0px;">Before users start rushing :-) It's only the foundation layer= , without <BR> any gfx stuff, just the basic system, more interesting for coders than <BR> users/artists..<BR> <BR> -------------------------------------------------------------------------<B= R> Take Surveys. Earn Cash. Influence the Future of IT<BR> Join SourceForge.net's Techsay panel and you'll get the chance to share you= r<BR> opinions on IT & business topics through brief surveys-and earn cash<BR> <a href=3D"parse.pl?redirect=3Dhttp%3A%2F%2Fwww.techsay.com%2Fdefault.php%3= Fpage%3Djoin.php%26p%3Dsourceforge%26CID%3DDEVDEV" target=3D"_blank"><span = style=3D"color: red;">http://www.techsay.com/default.php\?page=3Djoin.php&a= mp;p=3Dsourceforge&CID=3DDEVDEV</span></a><BR> <BR> _______________________________________________<BR> Nebuladevice-discuss mailing list<BR> <a href=3D"javascript:top.opencompose('Neb...@li...urcefor= ge.net','','','')">Neb...@li...</a><BR> <a href=3D"parse.pl?redirect=3Dhttps%3A%2F%2Flists.sourceforge.net%2Flists%= 2Flistinfo%2Fnebuladevice-discuss" target=3D"_blank"><span style=3D"color: = red;">https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss</sp= an></a><BR> </blockquote><BR>= |
From: Ghoust <gh...@gm...> - 2007-03-27 20:27:55
|
Before users start rushing :-) It's only the foundation layer, without any gfx stuff, just the basic system, more interesting for coders than users/artists.. |
From: Seika v. O. <sei...@gm...> - 2007-03-27 18:36:17
|
Hi! Floh recently posted a new blog entry, which might be interesting: http://flohofwoe.blogspot.com/2007/03/first-nebula3-snapshot-for-download.html Regards, Seika |
From: Kim H. W. <ki...@ho...> - 2007-03-27 08:53:44
|
Hello, Is there anyone who ported N2 to mobile platform or other embedded system? I know RL already downsized N2 and ported it to Nintendo DS and also know there is a Netherland company who used N2 for their PSP project. Except above mentioned, any other cases? Best regards, Kim Hyoun Woo _________________________________________________________________ 오늘 무슨 일이 생길까 궁금하시죠? MSN 운세에서 확인하세요. http://fortune.msn.co.kr/ |
From: Vadim M. <va...@cu...> - 2007-03-25 04:30:22
|
Hi, The forum is finally good to go, you can find it here: http://nebuladevice.org/forum And there is now a link to it on the main site. I've applied a little bit of Nebula style to one of the default themes, which doesn't look too bad I think. So the only thing that still needs to be done is to replace those blue gradients with Nebula greens. Eric, get on it :) -+ enlight +- |
From: je.a.le <je...@wa...> - 2007-03-24 22:14:47
|
Jack Popovciuc a écrit : > Hi all, > > There are: > nCTerrain2 - which looks like was used by RadonLabs in their SDK, > nCLODTerrain - another implementation of CLOD terrain? > nMap - ? > > It looks like all of them are unmaintained for a some time > None of them compiled for me from the start (I use Visual Studio 2005). > After I spent some time on configuration, then a couple of days of > debugging and resource files manipulations, I managed to run them. > > However, only nMap displays something and does not crush. > > nCLODTerrain demo shows wheels, which fall on something invisible > (should be terrain, I suppose), but it is not rendered. And after some > time crashes with DX E_OUTOFMEMORY error on creating empty small-size > texture (D3D9Texture->CreateEmpty()). The program itself consumes less > than 10Mb of RAM at that moment... > > ncTerrain2 had a bug with not initializing terrainScale (it was a random > huge number), then a probably bug with incorrect logic on asserting > empty mesh state (it supposed to be Valid after creating an empty mesh). > After a couple of days of struggling I managed to run it finaly, and a > couple of times it even displayed smth. like untextured terrain. Then I > started to play with size/scale, and now I am constantly receive > E_OUTOFMEMORY from nChunkLODMesh::CreateVertexBuffer() (which is > nD3D9Mesh::CreateVertexBuffer()), or from CreateEmptyTexture(), although > program consumes less than 10Mb of memory, and buffers supposed to be > created are of reasonable size. Not sure if it is significant, but > all the calls in these failing cases are made by ResourseServer from a > separate thread. > > If someone can explain current status of these project, or give a clue > on why this error appears, please do not hesitate to do that! Any > information will be appreciated. > > Jack. > > I've taken a look at nclod and nct some weeks ago. I merged both into nebula tree, got some results - meaning rendering on screen - , made mangalore viewers but nothing that can actually be used into a project. Mostly huge issues with shaders. Since I want opengl/glsl, I moved to this "problem" first... in ncterrain2 I noticed some crash without been able to solve the problem. It seem it has something to do with the lod/mesh selection. well, let's say I gave up.... fist you need to compile terrain data/map that not actually into nebula. nclodterrain need its splatterrain shader too, which doesn't work very well either, so in two world : Have fun !!!! I can post my (crappy) code somewhere if this might help... I where thinking about use this code as background resources and write a new terrain from scratch... BTW : this is why we need a forum : I already reported some of those bugs you spend/wast time on too... A+ > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
From: Jack P. <ch...@gm...> - 2007-03-24 21:31:42
|
Small update on nCTerrain2 : it really looks like it has issues with multithreading. Setting nChunkLodNode and nTextureQuadTree NOT to use asyncronous load prevents application from crashes, and renders terrain smoothly (without texture at this moment, however I suppose that will be resolved by working on shaders/configs). By the way, I have REAL multithreading (dual-core Intel Core 2 Duo CPU), may be that has smth. to do with the problem. Once again, any information on this topic will be highly appreciated. 2007/3/24, Jack Popovciuc <ch...@gm...>: > > Hi all, > > There are: > nCTerrain2 - which looks like was used by RadonLabs in their SDK, > nCLODTerrain - another implementation of CLOD terrain? > nMap - ? > > It looks like all of them are unmaintained for a some time > None of them compiled for me from the start (I use Visual Studio 2005). > After I spent some time on configuration, then a couple of days of debugging > and resource files manipulations, I managed to run them. > > However, only nMap displays something and does not crush. > > nCLODTerrain demo shows wheels, which fall on something invisible (should > be terrain, I suppose), but it is not rendered. And after some time crashes > with DX E_OUTOFMEMORY error on creating empty small-size texture > (D3D9Texture->CreateEmpty()). The program itself consumes less than 10Mb of > RAM at that moment... > > ncTerrain2 had a bug with not initializing terrainScale (it was a random > huge number), then a probably bug with incorrect logic on asserting empty > mesh state (it supposed to be Valid after creating an empty mesh). After a > couple of days of struggling I managed to run it finaly, and a couple of > times it even displayed smth. like untextured terrain. Then I started to > play with size/scale, and now I am constantly receive E_OUTOFMEMORY from > nChunkLODMesh::CreateVertexBuffer() (which is > nD3D9Mesh::CreateVertexBuffer()), or from CreateEmptyTexture(), although > program consumes less than 10Mb of memory, and buffers supposed to be > created are of reasonable size. Not sure if it is significant, but all > the calls in these failing cases are made by ResourseServer from a separate > thread. > > If someone can explain current status of these project, or give a clue on > why this error appears, please do not hesitate to do that! Any information > will be appreciated. > > Jack. > > > |
From: Jack P. <ch...@gm...> - 2007-03-24 10:04:48
|
Hi all, There are: nCTerrain2 - which looks like was used by RadonLabs in their SDK, nCLODTerrain - another implementation of CLOD terrain? nMap - ? It looks like all of them are unmaintained for a some time None of them compiled for me from the start (I use Visual Studio 2005). After I spent some time on configuration, then a couple of days of debugging and resource files manipulations, I managed to run them. However, only nMap displays something and does not crush. nCLODTerrain demo shows wheels, which fall on something invisible (should be terrain, I suppose), but it is not rendered. And after some time crashes with DX E_OUTOFMEMORY error on creating empty small-size texture (D3D9Texture->CreateEmpty()). The program itself consumes less than 10Mb of RAM at that moment... ncTerrain2 had a bug with not initializing terrainScale (it was a random huge number), then a probably bug with incorrect logic on asserting empty mesh state (it supposed to be Valid after creating an empty mesh). After a couple of days of struggling I managed to run it finaly, and a couple of times it even displayed smth. like untextured terrain. Then I started to play with size/scale, and now I am constantly receive E_OUTOFMEMORY from nChunkLODMesh::CreateVertexBuffer() (which is nD3D9Mesh::CreateVertexBuffer()), or from CreateEmptyTexture(), although program consumes less than 10Mb of memory, and buffers supposed to be created are of reasonable size. Not sure if it is significant, but all the calls in these failing cases are made by ResourseServer from a separate thread. If someone can explain current status of these project, or give a clue on why this error appears, please do not hesitate to do that! Any information will be appreciated. Jack. |
From: Vadim M. <va...@cu...> - 2007-03-24 03:42:04
|
Seika van Olstroem wrote: > The first patch let the makefile generator generate a correct > "clean"-target. Just committed it, thanks :) -+ enlight +- |
From: Vadim M. <va...@cu...> - 2007-03-24 03:26:16
|
Marco Antonio Gómez Martín wrote: > Hello! > > I have been compiling nebula2tools target (revision 3218) in > GNU/Linux (Ubuntu, kernel 2.6.17). I have detected some errors in the > current SVN state, that I have changed locally. Just in case main > developers want to commit them to SVN, I am going to detail what I have > found (and changed), attaching the associated patch files. I also > include some explanations about the changes to ease the task of > considering whether commit them or not. Thanks for doing all this, I've made some notes below as to what I actually ended up doing. > SVN IGNORE > ---------- > > Please add the svn:ignore properties to nebula2/bin/linux directory. Done. > SSE SUPPORT > ----------- > > Nowadays, g++ is not invoked using the correct flags to support MMX and > SSE extensions. I have changed nebula2/buildsys3/config.mak to do that. > Unfortunately, SSE code is Win32 specific, so it do not compile in > Linux. With this patch, source code use the __USE_SSE macro to determine > whether the SSE code must be compiled or not. I left out the change to config.mak, seeing as SSE doesn't build anyway. The .h don't need to be modified since they don't get included outside the corresponding .cc unless the existing __USE_SSE__ flag is defined (no need for another __USE_SSE flag). > NETWORK > ------- > > I do not know in detail network modules and targets. I have learnt > that some of the modules make use of windows specific functions and > defines, such as nbuddyclient, that uses WinBase.h. I managed to get the network stuff building, the win32 specific stuff was a minor issue (console text color setting and winsock initialization that I just #ifdef-ed out). The majority of the work involved fixing the mixed case includes (someone got a bit sloppy). So, it builds, but I leave it up to you to figure out if it actually works :) > WIN32 SPECIFICS CODE > -------------------- > > Added #define's to code created for Win32 platform. Instead of #ifdef-ing the win32 specific code I fixed the .bld files. > WIN32 SPECIFICS MODULES AND TARGETS > ----------------------------------- > > - audio3.bld: direct sound modules. I have seen that naudiofile is > windows dependent, because it make use of WAVEFORMATEX type. That forced > me to remove this module from Linux compilation. If someone wants to fix nAudioFile that shouldn't be too hard. > WARNINGS > -------- > > G++ generates a great amount of warnings. I have just resolve two of them. I left this patch out for now, I might commit it later. It probably would be nice if we could get rid of all those warnings though. -+ enlight +- |
From: fschmidt <fsc...@gm...> - 2007-03-24 03:06:36
|
eric werner wrote: > > (I know nabble does that too with the > mailinglist. But nabble just looks messy. It perfectly fits to almost all > points Tom said.) > I'm sorry that Nabble looks messy. We are just a few programmers trying to provide a useful service. If you tell me how Nabble could look better, we will improve it. Franklin Schmidt Nabble.com -- View this message in context: http://www.nabble.com/Starting-the-community-%28Ghoust%29-tf3446567.html#a9646592 Sent from the nebuladevice-discuss mailing list archive at Nabble.com. |
From: Vadim M. <va...@cu...> - 2007-03-24 01:18:48
|
Hagen Kaiser wrote: > well with cmake you can build a project file much the same way you do > with the nebula-build-system, > from those text-files you can autmatically create VS-Projects (PC) > Xcode-Projects (MAC) and Makefiles(UNIX) and i guess even more . > So everybody can work with the IDE he prefers. > The advanage over the Nebula-Build: It doesnt have to be maintained. > If you learn how to use it you can use this know-how for different > projects maybe in the job as well. The maintenance argument goes both ways, we may need to do less maintenance, but some maintenance should still be expected. However, what little maintenance there'll be will be that much harder because we'll have to rely on the CMAKE developers to integrate our changes, and CMAKE is written in C++. Advantages of the Nebula-Buildsys over CMAKE: - The .bld files closely resemble the .epk files Radon Labs use, this makes merging in of code dumps easier. - If a generator needs to be updated or a new one needs to be written it can be done quickly, you don't have to wait until the next release of CMAKE. - The buildsys can be extended (and has been) to do more than just generate solutions/makefiles. I also think that the module/target concept (and the associated pkg.cc generation) would be non trivial to implement in CMAKE, but I haven't looked at many CMAKE examples so I could be wrong. -+ enlight +- |
From: Ghoust <gh...@gm...> - 2007-03-23 17:40:44
|
Hagen Kaiser schrieb: > Hi, > > >>> 2. I would love to get Nebula running on a Mac: >>> As far as I know the buildsystem (python) doesnt provide mac-support? >>> (Is that right?) >>> >> http://www.python.org/download/ >> > > Well of course python is running on the Mac. Its even built-in out > of the box. > But I was talking about the build-system, which generates makefiles. > the last time I tested this the makefiles didnt work. > So it seems makefiles do not work for mac builds, I guess for linux they do, as people are developing for linux and did not complain about it (Linux compilation thread) > >>> The tcl-System doesnt exist anymore ? (It had Mac/Xcode-support) >>> >>> >> indeed I would say tcl is the only plain supported script language >> into >> nebula/mangalore (without additional libs,config, etc...) >> > > Again I was talking about the BuildSystem. In earlier times there was > a tcl-based build-system. > As far as I know this doesnt exist anymore. But im not sure. > And the Python-Buildsys can not create Xcode-Projects anymore. (?) > vadim anserwered this one. tcl builds are dead. > >>> 3. What about switching Nebula to cmake? (Is that possible?) >>> >>> >> Why not move from vc++ to Netbean IDE ?? ( this is actually >> something I will do >> anyway for myself...) ; work on any platform, must better ide >> (seriously anyone >> can do a real project with vc++ ????), GNU... >> >> Eclipse is a solution too (even for java/j2ee I'm not a big fan...) >> >> NOTA : didn't fully test nebula/c++ yet so it may be a stupid idea ! >> >> A+ >> >> > > well with cmake you can build a project file much the same way you do > with the nebula-build-system, > >from those text-files you can autmatically create VS-Projects (PC) > what I read from their page they do not support VS 8 project creation > Xcode-Projects (MAC) and Makefiles(UNIX) and i guess even more . > So everybody can work with the IDE he prefers. > The advanage over the Nebula-Build: It doesnt have to be maintained. > If you learn how to use it you can use this know-how for different > projects maybe in the job as well. > perhaps if someone would step up and port the actual stuff to cmake and prove it does what it promisses I would guess it could make it's way into svn > > BTW: Does someone know when Nebula3 will be out? > Again: Whos the site-maintainer > was also answered by vadim, he (vadim) can maintain the site > Hagen > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > > |
From: Jack P. <ch...@gm...> - 2007-03-23 15:31:24
|
Great news! I never worked on setting up a forum, however if "skinning forum" means writing appropiate CSS, I can help on that. Chook 2007/3/22, Vadim Macagon <va...@cu...>: > > eric werner wrote: > > Hi Nebula-Fans! > > > > I'd very much support the idea of setting up a nebula-device forum!! > > > > I know we once did that and it didn't run very well what is partly my > very > > own guiltiness: I was asked to make a nebula skinning for the SMF and as > I > > always am, I couldn't say no. But I just didn't find the time besides > > working at RadonLabs. > > When I finally made the first tests the forum wasn't working good > anymore. > > Database and drawing errors... So I finally lost courage on it. I'm very > > sorry about that. Please pardon me. > > > > BUT! : I see very much projects do very very well with a forum! > > The possibilities compared to that mailinglist are enormous!! > > Multiple topics, getting mails to only specific topics, answermails, > links, > > images, polls... And most important IMHO: the stuff gets saved for the > > future. So you don't have to answer stuff again and again to newbies > that > > are afraid of mailinglists anyhow. (I know nabble does that too with the > > mailinglist. But nabble just looks messy. It perfectly fits to almost > all > > points Tom said.) > > > > So what do you say? > > Set it up once again? > > There are dozens of cool feature-packed but slim and fast forum-packages > out > > there. > > Its not about the skin! That may change. But I'd team up with someone > else > > to skin it again. Alone I cannot kick my ass myself enough. ;] > > > > For Toms post: I know moderating can be very demanding! Whould I do that > in > > my free time? Yes but also not alone! Nebula is a big project. I'm no > > programmer. We need some peeps that do that job! If we'd have it look > and > > feel like nebuladevice.org I bet it whould be worth and be encouraging > > enough! > > > > Greetings : eRiC from RadonLabs > > Hi, > > Before anyone wastes anymore of their time arguing for/against a > forum... as Eric mentioned we agreed to open a forum on nebuladevice.org > a while back. Personally I don't see any real advantages to having a > forum in addition to a mailing list, but we got fed up arguing about it. > Some maintenance needs to be performed before we can open the forum, I > expect that to be done in the next week or two. If anyone wants to team > up with Eric to make a Nebula skin for the forum that'd be great. > > > -+ enlight +- > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share > your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > |
From: Hagen K. <hag...@gm...> - 2007-03-23 12:54:53
|
> Hi, > >> 2. I would love to get Nebula running on a Mac: >> As far as I know the buildsystem (python) doesnt provide mac-support? >> (Is that right?) > http://www.python.org/download/ Well of course python is running on the Mac. Its even built-in out of the box. But I was talking about the build-system, which generates makefiles. the last time I tested this the makefiles didnt work. > >> The tcl-System doesnt exist anymore ? (It had Mac/Xcode-support) >> > indeed I would say tcl is the only plain supported script language > into > nebula/mangalore (without additional libs,config, etc...) Again I was talking about the BuildSystem. In earlier times there was a tcl-based build-system. As far as I know this doesnt exist anymore. But im not sure. And the Python-Buildsys can not create Xcode-Projects anymore. (?) > >> 3. What about switching Nebula to cmake? (Is that possible?) >> > > Why not move from vc++ to Netbean IDE ?? ( this is actually > something I will do > anyway for myself...) ; work on any platform, must better ide > (seriously anyone > can do a real project with vc++ ????), GNU... > > Eclipse is a solution too (even for java/j2ee I'm not a big fan...) > > NOTA : didn't fully test nebula/c++ yet so it may be a stupid idea ! > > A+ > well with cmake you can build a project file much the same way you do with the nebula-build-system, from those text-files you can autmatically create VS-Projects (PC) Xcode-Projects (MAC) and Makefiles(UNIX) and i guess even more . So everybody can work with the IDE he prefers. The advanage over the Nebula-Build: It doesnt have to be maintained. If you learn how to use it you can use this know-how for different projects maybe in the job as well. BTW: Does someone know when Nebula3 will be out? Again: Whos the site-maintainer Hagen |
From: Ralf S. <alf...@ar...> - 2007-03-23 08:14:55
|
Hi all IMO a forum would be a good thing, especially if it is running on the nebuladevice.org, that way there will be a natural activity on the site. = On the other hand, setting up a forum is not going to wake up the project = that will need some of the other things like tutorials, merged updates from Radonlabs and clear policies for making changes to the code. Oh and some dedicated active people with the time to do the work. The main thing for me is getting the updates to the engine from = Radonlabs. It is frustrating not knowing if there is a wealth of cool features that = I need already implemented.=20 How do we do this? Merging the changes and getting it to build is = probably not a big deal, but how do we go about validating the merge. What = platforms should it be tested on, and what tests to run? What about all the contributions how do we validate/update these to the new code? How do we decide if a particular contribution should even continue to exist? Brgs. Ralf -----Oprindelig meddelelse----- Fra: neb...@li... [mailto:neb...@li...] P=E5 vegne = af eric werner Sendt: 22. marts 2007 23:24 Til: 'Ghoust'; neb...@li... Emne: Re: [Nebula-Discuss] Starting the community (Ghoust) Hi Nebula-Fans! I'd very much support the idea of setting up a nebula-device forum!! I know we once did that and it didn't run very well what is partly my = very own guiltiness: I was asked to make a nebula skinning for the SMF and as = I always am, I couldn't say no. But I just didn't find the time besides working at RadonLabs. When I finally made the first tests the forum wasn't working good = anymore. Database and drawing errors... So I finally lost courage on it. I'm very sorry about that. Please pardon me. BUT! : I see very much projects do very very well with a forum! The possibilities compared to that mailinglist are enormous!! Multiple topics, getting mails to only specific topics, answermails, = links, images, polls... And most important IMHO: the stuff gets saved for the future. So you don't have to answer stuff again and again to newbies = that are afraid of mailinglists anyhow. (I know nabble does that too with the mailinglist. But nabble just looks messy. It perfectly fits to almost = all points Tom said.) So what do you say? Set it up once again? There are dozens of cool feature-packed but slim and fast forum-packages = out there. Its not about the skin! That may change. But I'd team up with someone = else to skin it again. Alone I cannot kick my ass myself enough. ;] For Toms post: I know moderating can be very demanding! Whould I do that = in my free time? Yes but also not alone! Nebula is a big project. I'm no programmer. We need some peeps that do that job! If we'd have it look = and feel like nebuladevice.org I bet it whould be worth and be encouraging enough! Greetings : eRiC from RadonLabs -----Urspr=FCngliche Nachricht----- Von: neb...@li... [mailto:neb...@li...] Im Auftrag = von Ghoust Gesendet: Donnerstag, 22. M=E4rz 2007 21:03 An: neb...@li... Betreff: Re: [Nebula-Discuss] Starting the community (Ghoust) Hagen Kaiser wrote: > 1. What about setting up a forum again? > =20 and do what with this forum? where would be the benefit compared to the=20 actual situation? > 2. I would love to get Nebula running on a Mac: > As far as I know the buildsystem (python) doesnt provide mac-support? = > (Is that right?) > The tcl-System doesnt exist anymore ? (It had Mac/Xcode-support) > =20 there is a buildsys for linux makefiles. what you would need is someone=20 writing a generator for mac. have a look at buildsys3/generators > 3. What about switching Nebula to cmake? (Is that possible?) > =20 should be but why should someone do this if there is an existing build=20 system? I mean I would like to see feature X in nebula would bring=20 interest me more than have buildsystem Y > 4. BTW: whos responsible for the nebula site now? > =20 guess that's bruce, as nobody is helping out.. > > > = -------------------------------------------------------------------------= > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to = share your > opinions on IT & business topics through brief surveys-and earn cash > = http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > > =20 -------------------------------------------------------------------------= Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share = your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Neb...@li... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss -------------------------------------------------------------------------= Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share = your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Neb...@li... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
From: Vadim M. <va...@cu...> - 2007-03-23 00:32:25
|
Hagen Kaiser wrote: > 2. I would love to get Nebula running on a Mac: > As far as I know the buildsystem (python) doesnt provide mac-support? > (Is that right?) The makefile generator claims to generate makefiles that work on Windows, Linux and MacOS. If that's not the case then Mac lovers need to update it. > The tcl-System doesnt exist anymore ? (It had Mac/Xcode-support) TCL build system is dead and buried. > 3. What about switching Nebula to cmake? (Is that possible?) Maybe, but like Ghoust said, what would that gain you? If you want Mac/Xcode support writing/updating a generator would be far easier than moving Nebula to a whole new build system. > 4. BTW: whos responsible for the nebula site now? I can edit it, if you have any requests just post them to this list. -+ enlight +- |
From: Vadim M. <va...@cu...> - 2007-03-23 00:16:40
|
eric werner wrote: > Hi Nebula-Fans! > > I'd very much support the idea of setting up a nebula-device forum!! > > I know we once did that and it didn't run very well what is partly my very > own guiltiness: I was asked to make a nebula skinning for the SMF and as I > always am, I couldn't say no. But I just didn't find the time besides > working at RadonLabs. > When I finally made the first tests the forum wasn't working good anymore. > Database and drawing errors... So I finally lost courage on it. I'm very > sorry about that. Please pardon me. > > BUT! : I see very much projects do very very well with a forum! > The possibilities compared to that mailinglist are enormous!! > Multiple topics, getting mails to only specific topics, answermails, links, > images, polls... And most important IMHO: the stuff gets saved for the > future. So you don't have to answer stuff again and again to newbies that > are afraid of mailinglists anyhow. (I know nabble does that too with the > mailinglist. But nabble just looks messy. It perfectly fits to almost all > points Tom said.) > > So what do you say? > Set it up once again? > There are dozens of cool feature-packed but slim and fast forum-packages out > there. > Its not about the skin! That may change. But I'd team up with someone else > to skin it again. Alone I cannot kick my ass myself enough. ;] > > For Toms post: I know moderating can be very demanding! Whould I do that in > my free time? Yes but also not alone! Nebula is a big project. I'm no > programmer. We need some peeps that do that job! If we'd have it look and > feel like nebuladevice.org I bet it whould be worth and be encouraging > enough! > > Greetings : eRiC from RadonLabs Hi, Before anyone wastes anymore of their time arguing for/against a forum... as Eric mentioned we agreed to open a forum on nebuladevice.org a while back. Personally I don't see any real advantages to having a forum in addition to a mailing list, but we got fed up arguing about it. Some maintenance needs to be performed before we can open the forum, I expect that to be done in the next week or two. If anyone wants to team up with Eric to make a Nebula skin for the forum that'd be great. -+ enlight +- |
From: eric w. <er...@ra...> - 2007-03-22 22:22:11
|
Hi Nebula-Fans! I'd very much support the idea of setting up a nebula-device forum!! I know we once did that and it didn't run very well what is partly my = very own guiltiness: I was asked to make a nebula skinning for the SMF and as = I always am, I couldn't say no. But I just didn't find the time besides working at RadonLabs. When I finally made the first tests the forum wasn't working good = anymore. Database and drawing errors... So I finally lost courage on it. I'm very sorry about that. Please pardon me. BUT! : I see very much projects do very very well with a forum! The possibilities compared to that mailinglist are enormous!! Multiple topics, getting mails to only specific topics, answermails, = links, images, polls... And most important IMHO: the stuff gets saved for the future. So you don't have to answer stuff again and again to newbies = that are afraid of mailinglists anyhow. (I know nabble does that too with the mailinglist. But nabble just looks messy. It perfectly fits to almost = all points Tom said.) So what do you say? Set it up once again? There are dozens of cool feature-packed but slim and fast forum-packages = out there. Its not about the skin! That may change. But I'd team up with someone = else to skin it again. Alone I cannot kick my ass myself enough. ;] For Toms post: I know moderating can be very demanding! Whould I do that = in my free time? Yes but also not alone! Nebula is a big project. I'm no programmer. We need some peeps that do that job! If we'd have it look = and feel like nebuladevice.org I bet it whould be worth and be encouraging enough! Greetings : eRiC from RadonLabs -----Urspr=FCngliche Nachricht----- Von: neb...@li... [mailto:neb...@li...] Im Auftrag = von Ghoust Gesendet: Donnerstag, 22. M=E4rz 2007 21:03 An: neb...@li... Betreff: Re: [Nebula-Discuss] Starting the community (Ghoust) Hagen Kaiser wrote: > 1. What about setting up a forum again? > =20 and do what with this forum? where would be the benefit compared to the=20 actual situation? > 2. I would love to get Nebula running on a Mac: > As far as I know the buildsystem (python) doesnt provide mac-support? = > (Is that right?) > The tcl-System doesnt exist anymore ? (It had Mac/Xcode-support) > =20 there is a buildsys for linux makefiles. what you would need is someone=20 writing a generator for mac. have a look at buildsys3/generators > 3. What about switching Nebula to cmake? (Is that possible?) > =20 should be but why should someone do this if there is an existing build=20 system? I mean I would like to see feature X in nebula would bring=20 interest me more than have buildsystem Y > 4. BTW: whos responsible for the nebula site now? > =20 guess that's bruce, as nobody is helping out.. > > > = -------------------------------------------------------------------------= > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to = share your > opinions on IT & business topics through brief surveys-and earn cash > = http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > > =20 -------------------------------------------------------------------------= Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share = your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Neb...@li... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |