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From: denis b. <den...@gm...> - 2012-02-13 22:04:23
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--- OnlineChat.cpp 2004-04-29 19:32:35.000000000 +0300
+++ src/OnlineChat.cpp 2012-02-13 22:30:04.344973799 +0200
@@ -56,7 +56,7 @@
class CChallengeMenu: public Menu
{
public:
- CChallengeMenu::CChallengeMenu( std::string a_sChallenger )
+ CChallengeMenu( std::string a_sChallenger )
: Menu( "You have been challenged!" ),
m_sChallenger( a_sChallenger )
{ |
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From: Haroon K. <ha...@bo...> - 2007-08-13 19:59:52
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Hello! I posted this subject on the gentoo linux forums, but I thought you would have some good advice on this idea. http://forums.gentoo.org/viewtopic-p-4185838.html#4185838 I will paste it here as well =============================================== I will try to make this straight to the point. I love video games, I am also interested in developing games. I really think its fucked up how Sony, MS, Nintendo want to control everyone out there that wants to make a game for the system. " No you cant make that game on our console! You need to pay us a gazillion dollars for a license to make a game for our system! OMG you modded your system or did someone we dont like, Im calling our lawyers! WE are making billions of dollars but we still want to fight every dude out there that is doing the smallest thing that pisses us off blah blah blah" IM FED UP, I cant stand that shit anymore. Maybe it was exaggerated but you get how I feel. With that said, I want to start an open source game console. Basically get a I guess... a small via/mini itx board and make a case and put it all together, put linux or BSD on it. People will be able to develop games for it w/o any crazy MS/Nintendo style license. We could also develop an online network where people can upload there games and you can download the games straight to your console. I really think this could be pulled off and that many hobby people would like this idea. I really dont plan on doing this for money. More for fun/knowledge and maybe later down on the road for money. But MAKING MONEY is not the GOAL. The goal is to have a nice looking system, nice case, and a network where the system can connect and download games and all those goodies. *** The system in the start will be more for I guess playstation style level and below. Nothing pass PS1 games. I am not trying to build a system that will play the craziest 3D games out there. The focus/aim is a basic console , genesis/snes/nes/ps1 style games. Later on in the future if this goes well then we can go on the higher end, but I would like to start simple. ------------------------------- Some things that I am pondering right now.... 1. The hardware shouldnt be a problem. There are tons of small boards out there where it would be the right size for a set top box or a case just like a ps2 or something. VIA makes a lot of these small boards and I know of some "mini-itx" stuff 2. The software shouldnt be a problem since Linux/BSD is out there and its already be established that you can make games for Linux easily. The tools and books are available as well. SDL, Allegro and more is out there to handle multimedia projects. 3. Check out http://www.mini-itx.com/ for ideas of small boards and cases people made. 4. People would be able to make games in so many languages, ruby, python, C whatever you like! Since its going to be open and running linux, you have so many choices and YOU ARE NOT RESTRICTED. ----------------------------------- Keep in mind these are thoughts and some small research that I have done. But I would really like it if other other people out there in the community would take a look at this idea. IF you feel its cool and you can contribute something, post up here or PM. I love games, but I dont like controlling assholes who ARE ALL ABOUT MONEY. And please remember, I am not doing this for money, its for fun and learning how to make games and not having some asshole telling you, pay me and I let you make game for us blah blah ------------------------- http://www.boringdays.com |
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From: UPi <up...@ap...> - 2006-05-02 04:58:52
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Hi guys, it's been a while. Due to popular request, I give you the files required to compile openmortal under Microsoft Visual Studio. The package contains the following libraries: SDL, SDL_mixed, SDL_image, SDL_net, SDL_ttf, freetype, perl and zlib. You can download it here: http://apocalypse.rulez.org/~upi/Mortal/openmortal-win.zip (2 MB) Bye, UPi. |
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From: <ka...@fr...> - 2006-02-27 07:32:32
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http://sourceforge.net/forum/forum.php?thread_id=1449150&forum_id=254440 |
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From: UPi <up...@ap...> - 2005-02-09 08:36:44
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Hi all! I'm writing a new GUI for MortlaNet. Hopefully it will be more usable than the current one. I'm planning on having proper text editing keyboard, text selections, scrolling list views and mouse support. I will also eliminate the "you have been challenged" screen. It was a quick hack back in the version 0.5 days. Bye, UPi. |
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From: UPi <up...@ap...> - 2005-02-06 21:50:25
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Hi! I have moved information from the former Toplevel Design document of openmortal into the doxygen documentation. The Toplevel Design was very much out of date, and is now replaced with the online docs. I have removed the Toplevel Design from the website. If anyone wants it, it is still available at http://openmortal.sourceforge.net/Toplevel_Design.html but is no longer maintained. I have checked everything into cvs. Bye, UPi. |
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From: UPi <up...@ap...> - 2005-02-05 19:51:56
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Hi! I have updated the homepage: there's now an entirely new section for online documentation of the code. It is generated by doxygen, and I hope to update it whenever I make important changes to the source code. Check it out at: http://openmortal.sourceforge.net/doxygen/index.html I have also cleaned up some of the code. The coding convention is now at about 95%. I will check these changes into CVS shortly. I would like to focus on the network code now; it is a mess and a very laggy mess at that. I need your help! Regards, UPi. |
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From: UPi <up...@ap...> - 2004-09-23 09:52:41
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Hi everyone! I am planning to release OpenMortal 0.8 in a month or so. Focus of this release will be on MortalNet: I plan to enhance the usefulness of network gaming. Presently there are two problems with network play: 1. There are not enough people on MortalNet. Actually, there are many users popping in, seeing noone present, and leaving unhappy. 2. The network lag is usually too high for people who are geographically far, slowing the game down to a crawl. I intend to work on issue #1 by making the following changes: * After two players connect, they don't leave MortalNet, but are marked as "In-Game". After the match they automatically return to the MortalNet screen. This way, a player on MortalNet can see if there are people playing and wait for them to finish. * "Away" mode: The user can log off into "away" mode. This closes or hides the OpenMortal window, until someone challenges the user. Upon a challenge, OpenMortal will pop up a dialog or menu, allowing the user to accept the challenge. While hidden, OM can run in the background, shown only on the taskbar as an icon. As for gameplay over laggy connection, I am open to suggestions. Bye, UPi. |
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From: UPi <up...@ap...> - 2004-09-07 15:16:29
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Hi everyone. It's been a while since the last mail on this list, mostly because I took a hiatus from openmortal development in the summer. The bad news is that there was virtually no development on openmortal in the last months. I got some promises from people to help out with the project, but no actual code so far. I really need help, though, it will be years before I make it to 1.0 on my own. The good news is that I got one contributed character, Raval. You can check him out on the project webpage, he will be included with the next version (0.8). Also, I have finished Papatsuka, one of the "missing" official characters. I have no idea of when 0.8 will be released. I want to improve the network support of the game, as well as fix some game balance issues. For a compelte list of TODO's, you can check "Feature Requests" under "Forums" on the project homepage. Bye, UPi. |
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From: <ben...@id...> - 2004-05-25 07:59:26
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Dear Open Source developer I am doing a research project on "Fun and Software Development" in which I kindly invite you to participate. You will find the online survey under http://fasd.ethz.ch/qsf/. The questionnaire consists of 53 questions and you will need about 15 minutes to complete it. With the FASD project (Fun and Software Development) we want to define the motivational significance of fun when software developers decide to engage in Open Source projects. What is special about our research project is that a similar survey is planned with software developers in commercial firms. This procedure allows the immediate comparison between the involved individuals and the conditions of production of these two development models. Thus we hope to obtain substantial new insights to the phenomenon of Open Source Development. With many thanks for your participation, Benno Luthiger PS: The results of the survey will be published under http://www.isu.unizh.ch/fuehrung/blprojects/FASD/. We have set up the mailing list fa...@we... for this study. Please see http://fasd.ethz.ch/qsf/mailinglist_en.html for registration to this mailing list. _______________________________________________________________________ Benno Luthiger Swiss Federal Institute of Technology Zurich 8092 Zurich Mail: benno.luthiger(at)id.ethz.ch _______________________________________________________________________ |
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From: Bartosz F. a. f. <fe...@o2...> - 2004-05-14 11:12:41
|
On Fri, May 14, 2004 at 12:47:37PM +0200, UPi wrote:
> > openmortal - only binary + related DOCS (changelog, readme, todo).
> > openmortal-data (six characters included in -base release + sounds, gfx,
> > fonts, scripts and so on)
> > openmortal-extra (rest of official characters + 3rd party)
>=20
> I rarely update the binary without changing the sounds/gfx/scripts, so it
> may not be useful to separate them from the openmortal package. Separating
> the character .dat file-s would be a good idea as these seldom change.
> (Someday they will when I add more projectiles.)
Well splitting it is very useful for Debian's archive and mirrors.
scripts+fonts+gfx+sound =3D over 4MB.
Binary "openmortal" is the only architecture dependant file. So it has
to be compiled for every architecture (11 right now).
Just consider what will happen when I include those architecture
independent data in that package. 11 x 4MB =3D 44MB.
That's waste of space.
There is yet another solution. I could make:
openmortal (binary) ~140kB
openmortal-data (sound+scripts+gfx+fonts) ~4MB
openmortal-base (6 default characters) ~ 15MB
openmortal-extra (rest of characters) ~30MB
But we *have* to split binary. I was packaging CannonSmash last days.
There is only 1,6MB of data in that game, and some developers asked me
to split it. So I'm *sure* they ask us to split over 4MB ;)
=20
> > UPi could you tell me if FighterStats.pl will always contain only
> > information about official characters?
> >=20
> > I thought about some script to copy those .icon.png files automatically.
> > Something like:=20
> >=20
> > `cat FighterStats.pl | grep "'CODENAME'" ....`
> >=20
> > But I have to know if there will be always only official characters.
> > If not, then I have to write some more complicated script which will be
> > checking if ID < 100.
>=20
> That's easy. If it is mentioned in FighterStats.pl, it is official. All
> the ID's in that file are <100.
Great. This makes things easier ;)
regards
fEnIo
--=20
_ Bartosz Fenski | mailto:fe...@o2... | pgp:0x13fefc40 | IRC:fEn=
Io
_|_|_ 32-050 Skawina - Glowackiego 3/15 - w. malopolskie - Polska
(0 0) phone:+48602383548 | Slackware - the weakest link
ooO--(_)--Ooo http://skawina.eu.org | JID:fe...@ja... | RLU:172001
|
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From: UPi <up...@ap...> - 2004-05-14 10:49:36
|
Hi guys! > openmortal - only binary + related DOCS (changelog, readme, todo). > openmortal-data (six characters included in -base release + sounds, gfx, > fonts, scripts and so on) > openmortal-extra (rest of official characters + 3rd party) I rarely update the binary without changing the sounds/gfx/scripts, so it may not be useful to separate them from the openmortal package. Separating the character .dat file-s would be a good idea as these seldom change. (Someday they will when I add more projectiles.) > UPi could you tell me if FighterStats.pl will always contain only > information about official characters? > > I thought about some script to copy those .icon.png files automatically. > Something like: > > `cat FighterStats.pl | grep "'CODENAME'" ....` > > But I have to know if there will be always only official characters. > If not, then I have to write some more complicated script which will be > checking if ID < 100. That's easy. If it is mentioned in FighterStats.pl, it is official. All the ID's in that file are <100. Bye, UPi. |
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From: Bartosz F. a. f. <fe...@o2...> - 2004-05-14 10:39:07
|
On Fri, May 14, 2004 at 02:54:29PM +1000, Viktor Radnai wrote: > Sorry about the late reply, I was asleep and then at work. I live in=20 > Sydney and we're 9 hours ahead of CET... That's no problem. =20 > >>I suggest that you two join forces! Viktor has already created a man pa= ge > >>for openmortal (a requirement for debian packages, I hear), it would > >>really be a shame to duplicate the effort. > > > > > >Sure I would like to join efforts. I just wonder why he didn't filled an > >"Intend To Package" bugreport in Debian's BTS.=20 > >That's the way how Debian tries to not duplicate efforts. > >I filled such bugreport yesterday. http://bugs.debian.org/248751 > Good, let our forces be joined then... or something like that ;) >=20 > I looked at the "intent to package" list before I started. The reason=20 > why I didn't file a bugreport was because I didn't know the official=20 > package build process (the two packages I built so far were based on the= =20 > unofficial 'Debian Binary Package Building HOWTO' by Clemens Lee. I was= =20 > meaning to read the official guides to see if I can build a package=20 > using the correct tools first. Hmm... Correct me if I'm wrong, but did you build only binary package? Without source package? Anyway now we have ITP. We could co-maintain it. That's quite huge package, or even packages.=20 > >Viktor maybe you would like to create unofficial packages? > >I'm not Debian developer too, but I'm at last stage of process now,=20 > >and if we will make useful, policy correct packages then I could search= =20 > >for sponsors for upload.=20 > I actually have a package built already, using the unofficial process.=20 Could you please put it on some webpage? I would like to see it. > I have checked it and fixed all of lintian's warnings & errors. This=20 > mainly involved removing #!/usr/bin/perl -w from the *.pl files that had= =20 > it, adding a man page, changelog, changelog.Debian and a possibly=20 > incorrect DEBIAN/control file (dependencies are almost certainly wrong=20 > and I'd like to have a better description).=20 Dependencies can be easily figure out with pbuilder. I can take care of that.=20 > I also didn't separate out=20 > the character files although this would be a really good idea. Here goes my idea: openmortal - only binary + related DOCS (changelog, readme, todo). openmortal-data (six characters included in -base release + sounds, gfx, fonts, scripts and so on) openmortal-extra (rest of official characters + 3rd party) I made already some scripts to achieve that. I've got openmortal and almost ready openmortal-data. UPi could you tell me if FighterStats.pl will always contain only information about official characters? I thought about some script to copy those .icon.png files automatically. Something like:=20 `cat FighterStats.pl | grep "'CODENAME'" ....` But I have to know if there will be always only official characters. If not, then I have to write some more complicated script which will be checking if ID < 100. =20 > I'd be happy to create unofficial packages. I'd also be just as happy to= =20 > work with you if you want to become the package maintainer. I would also= =20 > like to ask you for help with submitting the package for another game I= =20 > packaged: Danger from the Deep -- http://dangerdeep.sourceforge.net > Perhaps someone would be interested in uploading it. Wow... I didn't know about this game. Really cool ;) =20 > I might meet a couple of debian developers this Sunday and I could ask=20 > them if they are interested or know someone who's interested in=20 > sponsoring openmortal. Would be nice. Finding sponsors isn't easy task. Take a look at http://skawina.eu.org/en/pakiety.html to see how many my packages are waiting for sponsors ;) =20 regards fEnIo --=20 _ Bartosz Fenski | mailto:fe...@o2... | pgp:0x13fefc40 | IRC:fEn= Io _|_|_ 32-050 Skawina - Glowackiego 3/15 - w. malopolskie - Polska (0 0) phone:+48602383548 | Slackware - the weakest link ooO--(_)--Ooo http://skawina.eu.org | JID:fe...@ja... | RLU:172001 |
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From: Viktor R. <ef...@go...> - 2004-05-14 04:54:52
|
Hi fenio, UPi & all, Sorry about the late reply, I was asleep and then at work. I live in Sydney and we're 9 hours ahead of CET... Bartosz Fenski aka fEnIo wrote: >>I suggest that you two join forces! Viktor has already created a man page >>for openmortal (a requirement for debian packages, I hear), it would >>really be a shame to duplicate the effort. > > > Sure I would like to join efforts. I just wonder why he didn't filled an > "Intend To Package" bugreport in Debian's BTS. > That's the way how Debian tries to not duplicate efforts. > I filled such bugreport yesterday. http://bugs.debian.org/248751 Good, let our forces be joined then... or something like that ;) I looked at the "intent to package" list before I started. The reason why I didn't file a bugreport was because I didn't know the official package build process (the two packages I built so far were based on the unofficial 'Debian Binary Package Building HOWTO' by Clemens Lee. I was meaning to read the official guides to see if I can build a package using the correct tools first. > > Viktor maybe you would like to create unofficial packages? > I'm not Debian developer too, but I'm at last stage of process now, > and if we will make useful, policy correct packages then I could search > for sponsors for upload. I actually have a package built already, using the unofficial process. I have checked it and fixed all of lintian's warnings & errors. This mainly involved removing #!/usr/bin/perl -w from the *.pl files that had it, adding a man page, changelog, changelog.Debian and a possibly incorrect DEBIAN/control file (dependencies are almost certainly wrong and I'd like to have a better description). I also didn't separate out the character files although this would be a really good idea. I'd be happy to create unofficial packages. I'd also be just as happy to work with you if you want to become the package maintainer. I would also like to ask you for help with submitting the package for another game I packaged: Danger from the Deep -- http://dangerdeep.sourceforge.net Perhaps someone would be interested in uploading it. I might meet a couple of debian developers this Sunday and I could ask them if they are interested or know someone who's interested in sponsoring openmortal. |
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From: Bartosz F. a. f. <fe...@o2...> - 2004-05-13 10:57:32
|
On Thu, May 13, 2004 at 12:01:16PM +0200, UPi wrote: > >Sure I would like to join efforts. I just wonder why he didn't filled an > >"Intend To Package" bugreport in Debian's BTS.=20 > >That's the way how Debian tries to not duplicate efforts. > >I filled such bugreport yesterday. http://bugs.debian.org/248751 > > =20 > Speaking of which, can you tell me about the process of creating an=20 > official debian package? Sounds interesting... Well there are two situations. For Debian developers and for non-Debian developers ;) I suppose you're interested in the latter. In fact making non-official packages doesn't differ from making official ones... except that official ones are usually (does not mean always) better maintained and prepared to build on several architectures. First of all you should file bugreport as I mentioned before. This should avoid duplicating efforts, cause everyone knows that someone is preparing this package. Then if you create good package... good at least in your opinion. It should be at least linda&lintian (some checking scripts) clean, and it should build fine with pbuilder (some chrooted environment which helps check if you set good dependencies). Then you have to find sponsor for this package. Sponsor is the person who will take responsibility for your package... He has to be Debian=20 developer already, cause only them can upload packages to Debian's archives. He usually finds some mistakes in package and has some suggestions about it. After some correctness usually package is ready for upload. When it is uploaded then autobuilders start building it on every architecture. This usually leads to new problems, cause most programs aren't tested on exotic architectures because of lack of these architectures in programmers homes ;) Anyway package appears in official Debian's archives so everyone (at Sid ofcourse) can install it with `apt-get install openmortal` After ten days (if there were no problems, bugreports, erorrs with other architectures) package is moved to testing (Sarge) too. So everyone using testing can also use `apt-get install openmortal` I'm not sure if above is what you wanted to find out ;) [... description of characters stuff ...] =20 > I hope this info is sufficient. I hope that too... we will see when I start packaging ;) Now I'm waiting for Viktor's answer. regards fEnIo --=20 _ Bartosz Fenski | mailto:fe...@o2... | pgp:0x13fefc40 | IRC:fEn= Io _|_|_ 32-050 Skawina - Glowackiego 3/15 - w. malopolskie - Polska (0 0) phone:+48602383548 | Slackware - the weakest link ooO--(_)--Ooo http://skawina.eu.org | JID:fe...@ja... | RLU:172001 |
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From: UPi <up...@ap...> - 2004-05-13 10:03:10
|
Hi! On Thu, 13 May 2004, Bartosz Fenski aka fEnIo wrote: >On Thu, May 13, 2004 at 10:44:47AM +0200, UPi wrote: > > >>I suggest that you two join forces! Viktor has already created a man page >>for openmortal (a requirement for debian packages, I hear), it would >>really be a shame to duplicate the effort. >> >> >Sure I would like to join efforts. I just wonder why he didn't filled an >"Intend To Package" bugreport in Debian's BTS. >That's the way how Debian tries to not duplicate efforts. >I filled such bugreport yesterday. http://bugs.debian.org/248751 > > Speaking of which, can you tell me about the process of creating an official debian package? Sounds interesting... >Ok some technical question. > >Does openmortal detects availability of characters? >I mean I'd like to split characters to three packages. >For example: >openmortal-characters-1st >openmortal-characters-2nd >openmortal-characters-3rd > >Or something like that. I suppose the first one is required, or maybe >each of them can be used separately? > > They way OpenMortal character loading works is this: Characters come in three kinds: * Official installed characters. * Official not installed characters * Unofficial installed characters. (These are the contributed characters that are displayed with a blue background in the Chooser) For every official character the *.icon.png must be installed in the data/characters directory, even if the rest of the characters is not installed. This is because the Chooser (the widget with the characters portraits in the characters selection screen) relies on these icons do draw itself. This is not much of a problem because the icons are small. For every INSTALLED character the *.dat, *.dat.txt, *.pl files must also be installed in the data/characters directory. At startup openmortal reads the contents of these directories, and tries to interpret all the *.pl files (which in turn checks the existence of the *.dat and *.dat.txt). This is how it learns about the existence of third-party characters. For characters that are "official" but not installed (the pl/dat/dat.txt is missing), the icons are still displayed in the chooser, but appear crossed out. (These characters are listed in the data/script/FighterStats.pl file). SUMMARY: The base installation should as a minimum contain the following files in the characters directory: STAFF.DAT .icon.png for every official character .pl, .dat and .dat.txt for a few characters. Each character package must contain the .pl .dat and .dat.txt for official characters (plus the icon for unofficial ones). >I mean what if I compile openmortal with --enable-characters (and >without additional and third-party) and then in data dir put all >characters? Will openmortal use them or it has to be compiled with every >set of characters to use it properly? > > All of the --enable options have been eliminated. configure still mentions them, but they aren't used anywhere anymore. This is legacy from version 0.5 which didn't have the "dynamic" loading of the characters directory. I hope this info is sufficient. Bye, UPi. |
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From: Bartosz F. a. f. <fe...@o2...> - 2004-05-13 09:18:34
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On Thu, May 13, 2004 at 10:44:47AM +0200, UPi wrote: > > I would like to package openmortal for Debian distribution.=20 > > What do you think about it? May I count on your help if there will be > > some bugs against openmortal in Debian? ;) > >=20 > > Any suggestions? Comments? >=20 > Thanks for your interest in packaging openmortal! Funny thing is that I > got another mail from Viktor Radnai YESTERDAY, and he is also going to > create a debian package of openmortal. Great to see interest in openmortal > from the debian community: apocalypse.rulez.org, my server and the home > for openmortal is also running debian! Great! ;) =20 > I suggest that you two join forces! Viktor has already created a man page > for openmortal (a requirement for debian packages, I hear), it would > really be a shame to duplicate the effort. Sure I would like to join efforts. I just wonder why he didn't filled an "Intend To Package" bugreport in Debian's BTS.=20 That's the way how Debian tries to not duplicate efforts. I filled such bugreport yesterday. http://bugs.debian.org/248751 Viktor maybe you would like to create unofficial packages? I'm not Debian developer too, but I'm at last stage of process now,=20 and if we will make useful, policy correct packages then I could search=20 for sponsors for upload.=20 Would be nice to have openmortal in official Debian's archives. Especially before Sarge release. =20 > I try to fix bugs "real soon" and release fixes and updates to CVS. > Usually these fixes aren't widespread until the next release (which in > turn introduces its own huge set of new bugs). Thanks for this offer of help. Nice to know about it ;) =20 > > I hope openmortal doesn't include any propertiary data/source code so it > > could be included in main section of Debian. >=20 > I understand and appreciate Debian's position on this matter. The good > news is that as of version 0.7, OpenMortal is 100% free of propriatery > content. Previously we had some sound effects ripped from LucasArts games, > these have been replaced with free samples. The source code is 100% GPL. Yes. I read changelog and noticed that you've got now free sound effects. That pushed me to create package ;) =20 > I have asked for permission of the music authors, and have their approval > for including their work with openmortal. Great. =20 > > What is the status of third party characters? >=20 > We have their consent for inclusion in the game. That's very nice too. Ok some technical question. Does openmortal detects availability of characters? I mean I'd like to split characters to three packages. For example: openmortal-characters-1st openmortal-characters-2nd openmortal-characters-3rd Or something like that. I suppose the first one is required, or maybe each of them can be used separately? I mean what if I compile openmortal with --enable-characters (and without additional and third-party) and then in data dir put all characters? Will openmortal use them or it has to be compiled with every set of characters to use it properly? Sorry for such trivial questions, but you probably know it very well... Viktor did you make anything more than manual page already? We could co-maintain this package(s) if you want. Or you can work on it yourself if you don't like to cooperate with anybody ;) Just tell me how far are you with packaging. regards fEnIo --=20 _ Bartosz Fenski | mailto:fe...@o2... | pgp:0x13fefc40 | IRC:fEn= Io _|_|_ 32-050 Skawina - Glowackiego 3/15 - w. malopolskie - Polska (0 0) phone:+48602383548 | Slackware - the weakest link ooO--(_)--Ooo http://skawina.eu.org | JID:fe...@ja... | RLU:172001 |
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From: UPi <up...@ap...> - 2004-05-13 08:46:42
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Hi fEnIo, On Thu, 13 May 2004, Bartosz Fenski aka fEnIo wrote: > I would like to package openmortal for Debian distribution. > What do you think about it? May I count on your help if there will be > some bugs against openmortal in Debian? ;) > > Any suggestions? Comments? Thanks for your interest in packaging openmortal! Funny thing is that I got another mail from Viktor Radnai YESTERDAY, and he is also going to create a debian package of openmortal. Great to see interest in openmortal from the debian community: apocalypse.rulez.org, my server and the home for openmortal is also running debian! I suggest that you two join forces! Viktor has already created a man page for openmortal (a requirement for debian packages, I hear), it would really be a shame to duplicate the effort. I try to fix bugs "real soon" and release fixes and updates to CVS. Usually these fixes aren't widespread until the next release (which in turn introduces its own huge set of new bugs). > I hope openmortal doesn't include any propertiary data/source code so it > could be included in main section of Debian. I understand and appreciate Debian's position on this matter. The good news is that as of version 0.7, OpenMortal is 100% free of propriatery content. Previously we had some sound effects ripped from LucasArts games, these have been replaced with free samples. The source code is 100% GPL. I have asked for permission of the music authors, and have their approval for including their work with openmortal. > What is the status of third party characters? We have their consent for inclusion in the game. Bye, UPi. |
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From: Bartosz F. a. f. <fe...@o2...> - 2004-05-12 22:53:16
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Hello.
I would like to package openmortal for Debian distribution.
What do you think about it? May I count on your help if there will be
some bugs against openmortal in Debian? ;)
Any suggestions? Comments?
I hope openmortal doesn't include any propertiary data/source code so it
could be included in main section of Debian.
What is the status of third party characters?
Thanks in advance for every answer.
regards
fEnIo
--=20
_ Bartosz Fenski | mailto:fe...@o2... | pgp:0x13fefc40 | IRC:fEn=
Io
_|_|_ 32-050 Skawina - Glowackiego 3/15 - w. malopolskie - Polska
(0 0) phone:+48602383548 | Slackware - the weakest link
ooO--(_)--Ooo http://skawina.eu.org | JID:fe...@ja... | RLU:172001
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From: UPi <up...@ap...> - 2004-05-11 14:40:53
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(Apologies to English speakers, this mail is in Hungarian.) Egy el=E9gedett j=E1t=E9kos frank=F3 =E9rt=E9kel=E9se: http://apocalypse.rulez.org/mi/display.cgi?article=3D4 |
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From: UPi <up...@ap...> - 2004-05-10 06:16:10
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Hi OM'ers. I've been thinking a lot about stuff to do about openmortal. The thing that is most sorely missing is the single-player mode, no doubt about it. Also, the network play IS a unique feature of OpenMortal. I don't know of any other fighter game that can be played over the net. I plan to make the following changes to network: - Persistent user names (with password and all). - Create some sort of taskbar applet (for windows, linux and gnome) which shows the number of people on MortalNet. This way, you don't need to keep OpenMortal running in the foreground if you are waiting for someone to join. - When two people finish a network game, they return to MortalNet. While they are playing, they still show up in the users list, but are marked as "in-game". - The game replays are saved to MortalNet, and can be downloaded/viewed by all. - Team game will be merged with the network mode. Any other ideas? UPi. |
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From: <Wi...@ao...> - 2004-05-04 04:33:05
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This is James...if yall would like some names for up-coming characters for OpenMortal. here's some names i made up to help > Kinoki Flames , Black Sheeba girl , Henry , koko Crocodile man & Boss Darkness...bye :) |
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From: <Wi...@ao...> - 2004-05-04 04:28:58
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hello my Name is James, and i downloaded OpenMortal 0.7 Version of the game. i would like to know if yall can add a black female, with a white sock around her nose and mouth lol...Something like a Ninja , with the mask over the nose and mouth. i think that would look FUNNY for openMortal. or maybe a guy dressed up in a Crocodile costume to make the game more interesting and some funnyalities or somethin like that...thanks guys :) My e-mail is ji...@my... bye James |
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From: UPi <up...@ap...> - 2004-05-03 20:26:11
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Hi guys! Could someone please make screenshots of version 0.7? I would like to update the website with new screenshots. The best screenshot will also be put on Freshmeat.net Also, don't forget that you can VOTE for openmortal on freshmeat... http://freshmeat.net/projects/openmortal Bye, UPi. |
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From: UPi <up...@ap...> - 2004-05-03 20:22:48
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Hi OM-discussers! We successfully released version 0.7, thanks to the OpenMortal release team: Gabor Sebestyen, KAMI and myself. It wasn't easy, but we did it on schedule. Due to the deadline I had to disable the 3-player mode, but the team mode is also a lot of fun, try it. :) OpenMortal is getting to the point where playability and game balance are becoming a greater issue than, say, getting the thing to run properly. For this reason I would like to shift towards improving the GAMEPLAY. In order to do this, I would like to get more INPUT from you!! (Please...) As for the next version.. I would like to add some more characters... Add the 3-player mode properly... MAYBE some primitive single player mode... And who knows what else. Good ideas and other contributions are always welcome. Thanks for reading this and playing OpenMortal. Bye, UPi. |