You can subscribe to this list here.
| 2003 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(23) |
Jun
(22) |
Jul
(2) |
Aug
(100) |
Sep
|
Oct
(20) |
Nov
(2) |
Dec
|
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2004 |
Jan
(4) |
Feb
|
Mar
|
Apr
|
May
|
Jun
(4) |
Jul
|
Aug
|
Sep
(29) |
Oct
(3) |
Nov
|
Dec
(1) |
| 2005 |
Jan
(4) |
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
(3) |
Aug
(1) |
Sep
|
Oct
|
Nov
|
Dec
|
| 2006 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
(7) |
Sep
|
Oct
|
Nov
|
Dec
|
| 2012 |
Jan
|
Feb
(31) |
Mar
(6) |
Apr
(7) |
May
|
Jun
|
Jul
|
Aug
|
Sep
(1) |
Oct
(35) |
Nov
|
Dec
|
| 2013 |
Jan
|
Feb
(1) |
Mar
(7) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(3) |
Nov
|
Dec
|
| 2014 |
Jan
|
Feb
|
Mar
|
Apr
(2) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
|
From: Jason W. <ube...@gm...> - 2014-04-21 18:21:36
|
Speaker, We are always looking for new blood^W help. The best place to actually get in touch with the active devs is on the irc channel. If you point your favorite IRC client at irc.slashnet.net and join #openparsec. Hop in there and declare yourself. I'm sure someone will throw some tasks your way. -- Jason On Mon, Apr 21, 2014 at 3:53 AM, Laszlo Menczel <las...@gm...>wrote: > Hi, > > My name is Laszlo Menczel (aka Speaker). I have some experience in FPS > game programming as I have been working on the modification/enhancement of > the Quake3 engine for a couple of years. Since the last Quake3 project I > was working on (Q3reloaded) became defunct I am free to take part in other > programming projects. I have found your Open Parsec project and I think it > is very interesting. If possible I would like to join the development team > as a programmer. I also have some skills in making textures, so I may be > able to contribute to that part of the game as well. > > If you think that my contribution could be useful please, contact me using > the following e-mail address: > > las...@gm... > > Best regards, > > Speaker > > > ------------------------------------------------------------------------------ > Start Your Social Network Today - Download eXo Platform > Build your Enterprise Intranet with eXo Platform Software > Java Based Open Source Intranet - Social, Extensible, Cloud Ready > Get Started Now And Turn Your Intranet Into A Collaboration Platform > http://p.sf.net/sfu/ExoPlatform > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel > > |
|
From: Laszlo M. <las...@gm...> - 2014-04-21 07:53:52
|
Hi, My name is Laszlo Menczel (aka Speaker). I have some experience in FPS game programming as I have been working on the modification/enhancement of the Quake3 engine for a couple of years. Since the last Quake3 project I was working on (Q3reloaded) became defunct I am free to take part in other programming projects. I have found your Open Parsec project and I think it is very interesting. If possible I would like to join the development team as a programmer. I also have some skills in making textures, so I may be able to contribute to that part of the game as well. If you think that my contribution could be useful please, contact me using the following e-mail address: las...@gm... Best regards, Speaker |
|
From: Jason W. <ube...@gm...> - 2013-10-28 13:37:23
|
nevermind, it was the firewall blocking stuff. On Mon, Oct 28, 2013 at 9:32 AM, Jason Williams <ube...@gm...>wrote: > Thanks Phil. > > I rebooted the server the other day, had an issue only a reboot would fix. > I saw you finally reverted the server changes I made. Glad to see it's > time to get back on it. > > Master is back up now, I might have to write a script to make that start > on boot. Are your servers up? > > > On Sun, Oct 27, 2013 at 10:53 PM, Phil Spencer <ph...@ph...> wrote: > >> Hey, >> >> Master is down which in turn means starmaps and stargates are down. >> >> If it can’t be kept up on its current location please move it into the >> location of the other core servers or make a second master there as a >> backup. >> >> P.S I’m back to business. >> >> —Phil Spencer >> >> >> >> >> ------------------------------------------------------------------------------ >> October Webinars: Code for Performance >> Free Intel webinars can help you accelerate application performance. >> Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most >> from >> the latest Intel processors and coprocessors. See abstracts and register > >> >> http://pubads.g.doubleclick.net/gampad/clk?id=60135991&iu=/4140/ostg.clktrk >> _______________________________________________ >> Openparsec-devel mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/openparsec-devel >> > > |
|
From: Jason W. <ube...@gm...> - 2013-10-28 13:32:40
|
Thanks Phil. I rebooted the server the other day, had an issue only a reboot would fix. I saw you finally reverted the server changes I made. Glad to see it's time to get back on it. Master is back up now, I might have to write a script to make that start on boot. Are your servers up? On Sun, Oct 27, 2013 at 10:53 PM, Phil Spencer <ph...@ph...> wrote: > Hey, > > Master is down which in turn means starmaps and stargates are down. > > If it can’t be kept up on its current location please move it into the > location of the other core servers or make a second master there as a > backup. > > P.S I’m back to business. > > —Phil Spencer > > > > > ------------------------------------------------------------------------------ > October Webinars: Code for Performance > Free Intel webinars can help you accelerate application performance. > Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most > from > the latest Intel processors and coprocessors. See abstracts and register > > http://pubads.g.doubleclick.net/gampad/clk?id=60135991&iu=/4140/ostg.clktrk > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel > |
|
From: Phil S. <ph...@ph...> - 2013-10-28 03:20:15
|
Hey, Master is down which in turn means starmaps and stargates are down. If it can’t be kept up on its current location please move it into the location of the other core servers or make a second master there as a backup. P.S I’m back to business. —Phil Spencer |
|
From: Phil S. <ph...@ph...> - 2013-03-30 23:49:51
|
I wondered what happened to that cause it is in the way back machine on the original site. I look forward to poking around in it. Sent from my iPhone On 2013-03-30, at 6:28 PM, Andreas Varga <si...@ga...> wrote: > > Btw, seeing the starmap in the game has triggered some memories. > One of the last things I've worked on (before we've released the source ten years ago) was the web interface to register servers, federations and players. It wasn't really finished, but definitely functional. I'm not sure why we didn't include this as part of the source code in 2003, but I think now might be the time where it's actually becoming useful. > I've attached the last remaining state of that code (it's using PHP and MySQL), but I have no idea what works and what doesn't. Feel free to take what's there, fix and enhance it as you see fit. > It includes some graphics which were supposed to be used for the starmap navigation UI (see attachment), you might want to use that in the game. > > Cheers, > Andreas > > <navigator.tga> > <parsec_web.zip> > > On 29.03.2013, at 19:26, Jason Williams <jwi...@pr...> wrote: > >> Thanks Andreas. We did just run into a snag on the server side with the load test from an initial bunch of guys, but I think we may be able to sort it out quickly. >> >> >> -- >> Jason >> >> >> On Fri, Mar 29, 2013 at 1:18 PM, Andreas Varga <si...@ga...> wrote: >> >> Guys, >> >> This is awesome! I'm amazed at what you've achieved in such a short time! >> It runs perfectly here, great work! >> >> Cheers, >> Andreas >> >> >> On Mar 29, 2013, at 3:59 PM, Jason Williams <ube...@gm...> wrote: >> >>> Today is the 10th anniversary of the release of the Parsec code base by "The Fathers." On March 29th in 2003, they created the SourceForge Project page and began the process of releasing the code to the world. >>> >>> It is my great pleasure to finally announce to the world, the first Internet based, playable version of OpenParsec ever to be released. OpenParsec 0.2.0 was released to the world today at 11:00am EDT. Although the game is very playble, this is still considered a beta release. For more information on versioning, see the wiki page at https://github.com/OpenParsec/openparsec/wiki/OpenParsec-Versioning. >>> >>> To download the game, head over to the SourceForge Project page: http://sourceforge.net/p/openparsec/ >>> >>> And remember, "There Is No Safe Distance." >>> -- Jason (THE Uber Linux Guy) >>> ------------------------------------------------------------------------------ >>> Own the Future-Intel(R) Level Up Game Demo Contest 2013 >>> Rise to greatness in Intel's independent game demo contest. Compete >>> for recognition, cash, and the chance to get your game on Steam. >>> $5K grand prize plus 10 genre and skill prizes. Submit your demo >>> by 6/6/13. http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2_______________________________________________ >>> Openparsec-devel mailing list >>> Ope...@li... >>> https://lists.sourceforge.net/lists/listinfo/openparsec-devel >> >> >> ------------------------------------------------------------------------------ >> Own the Future-Intel(R) Level Up Game Demo Contest 2013 >> Rise to greatness in Intel's independent game demo contest. Compete >> for recognition, cash, and the chance to get your game on Steam. >> $5K grand prize plus 10 genre and skill prizes. Submit your demo >> by 6/6/13. http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2 >> _______________________________________________ >> Openparsec-devel mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/openparsec-devel >> >> >> ------------------------------------------------------------------------------ >> Own the Future-Intel(R) Level Up Game Demo Contest 2013 >> Rise to greatness in Intel's independent game demo contest. Compete >> for recognition, cash, and the chance to get your game on Steam. >> $5K grand prize plus 10 genre and skill prizes. Submit your demo >> by 6/6/13. http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2_______________________________________________ >> Openparsec-devel mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/openparsec-devel > > ------------------------------------------------------------------------------ > Own the Future-Intel(R) Level Up Game Demo Contest 2013 > Rise to greatness in Intel's independent game demo contest. Compete > for recognition, cash, and the chance to get your game on Steam. > $5K grand prize plus 10 genre and skill prizes. Submit your demo > by 6/6/13. http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2 > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel |
|
From: Andreas V. <si...@ga...> - 2013-03-30 22:28:53
|
Btw, seeing the starmap in the game has triggered some memories. One of the last things I've worked on (before we've released the source ten years ago) was the web interface to register servers, federations and players. It wasn't really finished, but definitely functional. I'm not sure why we didn't include this as part of the source code in 2003, but I think now might be the time where it's actually becoming useful. I've attached the last remaining state of that code (it's using PHP and MySQL), but I have no idea what works and what doesn't. Feel free to take what's there, fix and enhance it as you see fit. It includes some graphics which were supposed to be used for the starmap navigation UI (see attachment), you might want to use that in the game. Cheers, Andreas |
|
From: Jason W. <jwi...@pr...> - 2013-03-29 18:26:42
|
Thanks Andreas. We did just run into a snag on the server side with the load test from an initial bunch of guys, but I think we may be able to sort it out quickly. -- Jason On Fri, Mar 29, 2013 at 1:18 PM, Andreas Varga <si...@ga...> wrote: > > Guys, > > This is awesome! I'm amazed at what you've achieved in such a short time! > It runs perfectly here, great work! > > Cheers, > Andreas > > > On Mar 29, 2013, at 3:59 PM, Jason Williams <ube...@gm...> > wrote: > > Today is the 10th anniversary of the release of the Parsec code base by > "The Fathers." On March 29th in 2003, they created the SourceForge Project > page and began the process of releasing the code to the world. > > It is my great pleasure to finally announce to the world, the first > Internet based, playable version of OpenParsec ever to be released. > OpenParsec 0.2.0 was released to the world today at 11:00am EDT. Although > the game is very playble, this is still considered a beta release. For more > information on versioning, see the wiki page at > https://github.com/OpenParsec/openparsec/wiki/OpenParsec-Versioning. > > To download the game, head over to the SourceForge Project page: > http://sourceforge.net/p/openparsec/ > > And remember, "There Is No Safe Distance." > -- Jason (THE Uber Linux Guy) > > ------------------------------------------------------------------------------ > Own the Future-Intel(R) Level Up Game Demo Contest 2013 > Rise to greatness in Intel's independent game demo contest. Compete > for recognition, cash, and the chance to get your game on Steam. > $5K grand prize plus 10 genre and skill prizes. Submit your demo > by 6/6/13. > http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2_______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel > > > > > ------------------------------------------------------------------------------ > Own the Future-Intel(R) Level Up Game Demo Contest 2013 > Rise to greatness in Intel's independent game demo contest. Compete > for recognition, cash, and the chance to get your game on Steam. > $5K grand prize plus 10 genre and skill prizes. Submit your demo > by 6/6/13. http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2 > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel > > |
|
From: Juergen W. <jue...@t-...> - 2013-03-29 17:53:04
|
Hi Guys, fantastic Work, runs fast and stable! Missing Players! :) Regards Yogi -----Ursprüngliche Nachricht----- Von: Jason Williams [mailto:ube...@gm...] Gesendet: Freitag, 29. März 2013 16:00 An: ope...@li... Betreff: [Openparsec-devel] OpenParsec 0.2.0 Released! Today is the 10th anniversary of the release of the Parsec code base by "The Fathers." On March 29th in 2003, they created the SourceForge Project page and began the process of releasing the code to the world. It is my great pleasure to finally announce to the world, the first Internet based, playable version of OpenParsec ever to be released. OpenParsec 0.2.0 was released to the world today at 11:00am EDT. Although the game is very playble, this is still considered a beta release. For more information on versioning, see the wiki page at https://github.com/OpenParsec/openparsec/wiki/OpenParsec-Versioning. To download the game, head over to the SourceForge Project page: http://sourceforge.net/p/openparsec/ And remember, "There Is No Safe Distance." -- Jason (THE Uber Linux Guy) |
|
From: Andreas V. <si...@ga...> - 2013-03-29 17:34:58
|
Guys, This is awesome! I'm amazed at what you've achieved in such a short time! It runs perfectly here, great work! Cheers, Andreas On Mar 29, 2013, at 3:59 PM, Jason Williams <ube...@gm...> wrote: > Today is the 10th anniversary of the release of the Parsec code base by "The Fathers." On March 29th in 2003, they created the SourceForge Project page and began the process of releasing the code to the world. > > It is my great pleasure to finally announce to the world, the first Internet based, playable version of OpenParsec ever to be released. OpenParsec 0.2.0 was released to the world today at 11:00am EDT. Although the game is very playble, this is still considered a beta release. For more information on versioning, see the wiki page at https://github.com/OpenParsec/openparsec/wiki/OpenParsec-Versioning. > > To download the game, head over to the SourceForge Project page: http://sourceforge.net/p/openparsec/ > > And remember, "There Is No Safe Distance." > -- Jason (THE Uber Linux Guy) > ------------------------------------------------------------------------------ > Own the Future-Intel(R) Level Up Game Demo Contest 2013 > Rise to greatness in Intel's independent game demo contest. Compete > for recognition, cash, and the chance to get your game on Steam. > $5K grand prize plus 10 genre and skill prizes. Submit your demo > by 6/6/13. http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2_______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel |
|
From: Markus H. <mar...@ka...> - 2013-03-29 16:18:02
|
Wow, congratulations everyone!!!! I'm very much impressed. I'll definitely check it out! Cheers, Markus > Today is the 10th anniversary of the release of the Parsec code base by > "The Fathers." On March 29th in 2003, they created the SourceForge > Project page and began the process of releasing the code to the world. > > It is my great pleasure to finally announce to the world, the first > Internet based, playable version of OpenParsec ever to be released. > OpenParsec 0.2.0 was released to the world today at 11:00am EDT. > Although the game is very playble, this is still considered a beta > release. For more information on versioning, see the wiki page at > https://github.com/OpenParsec/openparsec/wiki/OpenParsec-Versioning. > > To download the game, head over to the SourceForge Project page: > http://sourceforge.net/p/openparsec/ > > And remember, "There Is No Safe Distance." > -- Jason (THE Uber Linux Guy) -- ------------------------------ This message and its contents, including attachments are intended solely for the original recipient. If you are not the intended recipient or have received this message in error, please notify me immediately and delete this message from your computer system. Any unauthorized use or distribution is prohibited. Please consider the environment before printing this email. |
|
From: Jason W. <ube...@gm...> - 2013-03-29 15:00:01
|
Today is the 10th anniversary of the release of the Parsec code base by "The Fathers." On March 29th in 2003, they created the SourceForge Project page and began the process of releasing the code to the world. It is my great pleasure to finally announce to the world, the first Internet based, playable version of OpenParsec ever to be released. OpenParsec 0.2.0 was released to the world today at 11:00am EDT. Although the game is very playble, this is still considered a beta release. For more information on versioning, see the wiki page at https://github.com/OpenParsec/openparsec/wiki/OpenParsec-Versioning. To download the game, head over to the SourceForge Project page: http://sourceforge.net/p/openparsec/ And remember, "There Is No Safe Distance." -- Jason (THE Uber Linux Guy) |
|
From: Jason W. <ube...@gm...> - 2013-02-02 01:03:32
|
Hi Folks, For those of you wondering what's been going on (and possibly for those who haven't but still would like to see OpenParsec release something) I have some good news. For the last year now, a crack team of four developers and I have been hacking away at the OpenParsec code ever since the Fathers let me take over project management for the SourceForge page. We've made major progress too. At the time of writing this message, all of the major weapons work in the Internet Game Server edition of OpenParsec. The four of us are now gearing up for a version 0.2 Beta release of OpenParsec sometime in the next two months. It looks like 2013 is going to be the year OpenParsec FINALLY sees the light of day! And yes, it's still cross platform. To everyone that's helped in the past, our thanks for your help. To the Fathers of Parsec, we extend our deepest gratitude for a game that has seemingly lasted a decade and hopefully many more to come. And to those still interested in helping us, please don't hesitate to ask. More information can be found at http://www.openparsec.com/ which links to the SourceForge page and the new Github page where we've moved the main source repository. Also, if you want to hit up the developers and I, we are almost always in IRC in the #openparsec channel on irc.slashnet.org. Thanks again and remember, no matter where you are, what your doing, "There is no safe distance." -- THE Uber (aka Jason) |
|
From: Phil S. <ph...@ph...> - 2012-10-27 20:46:06
|
The irc channel on slashnet has so far been a hit and attracted a few people I know from Vendetta Online as I suspected it would to help out. Server: irc.slashnet.org Channel: #openparsec I have set up a bot to record the channel and make the log easily available to everyone http://spenced.com/~spencep/parsec/irc Hope to see you soon. Sent from my iPhone |
|
From: Jason W. <jwi...@pr...> - 2012-10-26 01:50:36
|
""Committed revision 9." Seek thee: svn co https://openparsec.svn.sourceforge.net/svnroot/openparsec/branch/uberlinuxguy/ Commit log: - SDL OpenGL NATIVE rendering in Windows (CHECK! Need to add more resolutions, but it works) - SDL Keyboard input in Windows (CHECK!) - SDL Mouse Support in Windows (CHECK!) - fixed music skipping around in the audio code. - merged in Phil's changes to my branch (I think) - Fixed a segfault in Windows in the renderer (Still a mem leak, but the code works) TODO: - valgrind the code on Linux to find mem leaks in the video and render systems - clean up the SYSTEM_* defines to unify them now that the platform dependant crap is gone. - clean up debug prints from SDL experimentation. - Clean up unused code. All three of these are VERY untested but seem to work well for me. Share and Enjoy. On to the next "big thing".... I suppose. -- Jason AKA: THE Uber Linux Guy. On Wed, Oct 24, 2012 at 4:27 AM, Ruben Müller <ru...@kr...> wrote: > Yay, contrats Jason! :) > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel |
|
From: Phil S. <ph...@ph...> - 2012-10-24 20:15:46
|
I made a #openparsec on slashnet. Mainly cause I am already there and no one officially made a decision so I decided to win. Sent from my iPhone On 2012-10-23, at 2:10 PM, Jason Williams <jwi...@pr...> wrote: > The problem with distributing the pscdata files is that they were > never really opensourced along side the game. I think I emailed > Andreas about this a while back but didn't get a response. There are > several people that would need to sign off on that because all the > material in them is copy righted. If you search for the Linux version > of the old LAN Demo, you can get the pscdata files from there until > the copyrights are sorted out or someone re-does the artwork. > > > -- > Jason > > On Tue, Oct 23, 2012 at 2:06 PM, Hans-Jürgen Lange > <hj...@si...> wrote: >> I have the pscdata files :) >> >> -- >> Hans-Juergen Lange >> >> Senftenberger Ring 22 >> 13435 Berlin >> >> tel: +49 30 45 02 82 10 >> mobil: +49 177 671 32 02 >> >> hj...@si... >> http://www.simulated-universe.de >> >> -----Ursprüngliche Nachricht----- >> Von: Aaron Mueller [mailto:ma...@aa...] >> Gesendet: Dienstag, 23. Oktober 2012 20:00 >> An: ope...@li... >> Betreff: Re: [Openparsec-devel] Overview >> >> -----BEGIN PGP SIGNED MESSAGE----- >> Hash: SHA1 >> >> On 10/22/2012 10:00 PM, Robert Palmer wrote: >>> When you speak of the parsec datafiles, are you referring to the >>> sounds, models, and everything else used by the game? Those can be >>> extracted from the client by going into the game, opening the >>> console using the "~" key and then typing in a series of commands. >>> The basis for doing so was described in a tutorial.txt file (the >>> section labled as "2. EXTRACTING THE DATA PACKAGES") located >>> somewhere in a docs folder on the sourceforge site, but I'll go >>> ahead and put the tutorial.txt in this email. >>> >>> If you're talking about a different set of data files, then I >>> apologize for wasting your time. XD I'll see if I can browse around >>> for the talk slides you mentioned. >> >>> [...] All the data files used by Parsec are stored in the package >>> files called pscdata0.dat, pscdata2.dat and pscdata3.dat >>> (pscdata1.dat only contains the splashscreen image). [...] >> >> >> I could not find any pscdata*.dat files in the repository. The whole >> trunk is about 60 MB in size. So I think the media ressources are >> located elsewhere. >> >> The game client itself is not downloadable from the sf.net page (or I >> did not found it?). So in order to extract the mediadata and make it >> downloadable for everyone who is working with the source version of >> the game, we need the original game i guess? >> >> By the way: Is someone working on the website or the trac? Both is not >> reachable right now. >> >> Aaron >> >> -----BEGIN PGP SIGNATURE----- >> Version: GnuPG v2.0.19 (GNU/Linux) >> Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ >> >> iEYEARECAAYFAlCG2wUACgkQy44tus2TzneHWgCdH1G8c8+Eg6HjRAR+QMndgQZd >> T5wAn32tdMjcQeSM6ZWVP1E/T7CfnROz >> =lHF/ >> -----END PGP SIGNATURE----- >> >> ---------------------------------------------------------------------------- >> -- >> Everyone hates slow websites. So do we. >> Make your web apps faster with AppDynamics >> Download AppDynamics Lite for free today: >> http://p.sf.net/sfu/appdyn_sfd2d_oct >> _______________________________________________ >> Openparsec-devel mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/openparsec-devel >> >> >> ------------------------------------------------------------------------------ >> Everyone hates slow websites. So do we. >> Make your web apps faster with AppDynamics >> Download AppDynamics Lite for free today: >> http://p.sf.net/sfu/appdyn_sfd2d_oct >> _______________________________________________ >> Openparsec-devel mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/openparsec-devel > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel |
|
From: Ruben M. <ru...@kr...> - 2012-10-24 08:27:42
|
Yay, contrats Jason! :) |
|
From: Phil S. <ph...@ph...> - 2012-10-24 01:55:08
|
http://spenced.com/~spencep/parsec I scavenged what I could and dumped it here a while back Sent from my iPhone On 2012-10-23, at 1:59 PM, Aaron Mueller <ma...@aa...> wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > On 10/22/2012 10:00 PM, Robert Palmer wrote: >> When you speak of the parsec datafiles, are you referring to the >> sounds, models, and everything else used by the game? Those can be >> extracted from the client by going into the game, opening the >> console using the "~" key and then typing in a series of commands. >> The basis for doing so was described in a tutorial.txt file (the >> section labled as "2. EXTRACTING THE DATA PACKAGES") located >> somewhere in a docs folder on the sourceforge site, but I'll go >> ahead and put the tutorial.txt in this email. >> >> If you're talking about a different set of data files, then I >> apologize for wasting your time. XD I'll see if I can browse around >> for the talk slides you mentioned. > >> [...] All the data files used by Parsec are stored in the package >> files called pscdata0.dat, pscdata2.dat and pscdata3.dat >> (pscdata1.dat only contains the splashscreen image). [...] > > > I could not find any pscdata*.dat files in the repository. The whole > trunk is about 60 MB in size. So I think the media ressources are > located elsewhere. > > The game client itself is not downloadable from the sf.net page (or I > did not found it?). So in order to extract the mediadata and make it > downloadable for everyone who is working with the source version of > the game, we need the original game i guess? > > By the way: Is someone working on the website or the trac? Both is not > reachable right now. > > Aaron > > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v2.0.19 (GNU/Linux) > Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ > > iEYEARECAAYFAlCG2wUACgkQy44tus2TzneHWgCdH1G8c8+Eg6HjRAR+QMndgQZd > T5wAn32tdMjcQeSM6ZWVP1E/T7CfnROz > =lHF/ > -----END PGP SIGNATURE----- > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel |
|
From: Phil S. <ph...@ph...> - 2012-10-23 21:45:53
|
Slash net has the vendetta online community which is who I use to test my builds, they are already used to neglected broken space sims Sent from my iPhone On 2012-10-21, at 8:20 AM, Jason Williams <jwi...@pr...> wrote: > I agree totally with Andreas. And he's right, it does just redirect > to the sf site. I got in and changed it once I was promoted to > project admin. But I think if someone doesn't have very good C/C++ > skills and is good at web design and would like to try their hand at a > redesign, please let me know. > > I also think that someone had a good idea a few emails back to get > together for a IRC Chat session to iron out some of the details things > going forward. Anybody like to set us up with an IRC channel on > freenode maybe? Or something to the like? > > I am still working to figure out WTF is up with the odd segfaults in > Windows in OpenGL. I might have to try my code on a Linux machine to > see if I get the same results. Linux has some better open source > tools for debugging stack crashes and segfaults than Windows. Maybe > if I get some time today or tomorrow I'll give that a shot. > > -- > Jason > > On Sun, Oct 21, 2012 at 5:55 AM, Andreas Varga <si...@ga...> wrote: >> >> Hey guys, >> >> I think parsec.org just forwards to openparsec.sourceforge.net, so it should just work if you update the sourceforge page. >> >> But anyway, I would recommend not wasting any time on the webpage. Don't let yourself get side-tracked... >> >> Cheers, >> Andreas >> >> On 21.10.2012, at 01:35, Aaron Mueller <ma...@aa...> wrote: >> >>> -----BEGIN PGP SIGNED MESSAGE----- >>> Hash: SHA1 >>> >>> On 10/20/2012 04:41 PM, Phil Spencer wrote: >>>> Yea the site definitely needs a refresh it's been the same >>>> design….forever >>> >>> +1 >>> >>> whois says the domain parsec.org is owned by this person: >>> >>> Admin Name:Clemens Beer >>> Admin Organization:Parsec >>> Admin Street1:Schinnaglg. 7/18 >>> Admin Street2: >>> Admin Street3: >>> Admin City:Vienna, 1160 >>> Admin State/Province: >>> Admin Postal Code:99999 >>> Admin Country:AT >>> >>> What about if we put a new page on the SourceForge page instead, and >>> point a nosafedistance domain on it until Clemens will show up here? :D >>> >>>> Hans, I know that making the codebase more type safe and 64bit >>>> friendly is a fairly daunting and repetitive task, if you could >>>> write up some guildlines or perhaps point to a smaller example in >>>> the source along side its original I'd be happy to spend a little >>>> bit of time each day going through file by file and making changes, >>>> would probably take a while, but gotta start somewhere I suppose. >>>> >>>> Jason, glad to hear you might be getting back into the mix, it'd >>>> help to bait people if we had a basic client on each platform. >>> >>> Same here! >>> I am willing to help, ugly and booring tasks are ok for me :) If >>> someone can give me some sample/hint/direction for the 64bit issues, I >>> am willing to spend some free time on it. >>> >>> Aaron >>> >>> -----BEGIN PGP SIGNATURE----- >>> Version: GnuPG v2.0.19 (GNU/Linux) >>> Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ >>> >>> iEYEARECAAYFAlCDNUQACgkQy44tus2TznfTigCffvSJ2OzhChE+UwGkn0C+tdem >>> WEsAni8yChh4ehzQPtxWLj4gncQTMfA/ >>> =hvv8 >>> -----END PGP SIGNATURE----- >>> >>> ------------------------------------------------------------------------------ >>> Everyone hates slow websites. So do we. >>> Make your web apps faster with AppDynamics >>> Download AppDynamics Lite for free today: >>> http://p.sf.net/sfu/appdyn_sfd2d_oct >>> _______________________________________________ >>> Openparsec-devel mailing list >>> Ope...@li... >>> https://lists.sourceforge.net/lists/listinfo/openparsec-devel >> >> >> ------------------------------------------------------------------------------ >> Everyone hates slow websites. So do we. >> Make your web apps faster with AppDynamics >> Download AppDynamics Lite for free today: >> http://p.sf.net/sfu/appdyn_sfd2d_oct >> _______________________________________________ >> Openparsec-devel mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/openparsec-devel > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel |
|
From: Jason W. <jwi...@pr...> - 2012-10-23 18:16:15
|
A bit of good news! After quite a bit of tinkering, I FINALLY got the OpenGL stuff to work on my laptop under Windows with SDL! There is definitely a memory leak somewhere in the renderer, but I can't quite trace it down yet, although I have a good idea where it might be. Once I get the mouse and keyboard support redone (that should hopefully be a lot easier) then... well... one major hurdle will be over! The source isn't in svn yet, SourceForge is having some major issues today, as they did an update last night. But I figured I would share the good news of my mini-success. -- Jason On Sun, Oct 21, 2012 at 8:20 AM, Jason Williams <jwi...@pr...> wrote: > I agree totally with Andreas. And he's right, it does just redirect > to the sf site. I got in and changed it once I was promoted to > project admin. But I think if someone doesn't have very good C/C++ > skills and is good at web design and would like to try their hand at a > redesign, please let me know. > > I also think that someone had a good idea a few emails back to get > together for a IRC Chat session to iron out some of the details things > going forward. Anybody like to set us up with an IRC channel on > freenode maybe? Or something to the like? > > I am still working to figure out WTF is up with the odd segfaults in > Windows in OpenGL. I might have to try my code on a Linux machine to > see if I get the same results. Linux has some better open source > tools for debugging stack crashes and segfaults than Windows. Maybe > if I get some time today or tomorrow I'll give that a shot. > > -- > Jason > > On Sun, Oct 21, 2012 at 5:55 AM, Andreas Varga <si...@ga...> wrote: >> >> Hey guys, >> >> I think parsec.org just forwards to openparsec.sourceforge.net, so it should just work if you update the sourceforge page. >> >> But anyway, I would recommend not wasting any time on the webpage. Don't let yourself get side-tracked... >> >> Cheers, >> Andreas >> >> On 21.10.2012, at 01:35, Aaron Mueller <ma...@aa...> wrote: >> >>> -----BEGIN PGP SIGNED MESSAGE----- >>> Hash: SHA1 >>> >>> On 10/20/2012 04:41 PM, Phil Spencer wrote: >>>> Yea the site definitely needs a refresh it's been the same >>>> design….forever >>> >>> +1 >>> >>> whois says the domain parsec.org is owned by this person: >>> >>> Admin Name:Clemens Beer >>> Admin Organization:Parsec >>> Admin Street1:Schinnaglg. 7/18 >>> Admin Street2: >>> Admin Street3: >>> Admin City:Vienna, 1160 >>> Admin State/Province: >>> Admin Postal Code:99999 >>> Admin Country:AT >>> >>> What about if we put a new page on the SourceForge page instead, and >>> point a nosafedistance domain on it until Clemens will show up here? :D >>> >>>> Hans, I know that making the codebase more type safe and 64bit >>>> friendly is a fairly daunting and repetitive task, if you could >>>> write up some guildlines or perhaps point to a smaller example in >>>> the source along side its original I'd be happy to spend a little >>>> bit of time each day going through file by file and making changes, >>>> would probably take a while, but gotta start somewhere I suppose. >>>> >>>> Jason, glad to hear you might be getting back into the mix, it'd >>>> help to bait people if we had a basic client on each platform. >>> >>> Same here! >>> I am willing to help, ugly and booring tasks are ok for me :) If >>> someone can give me some sample/hint/direction for the 64bit issues, I >>> am willing to spend some free time on it. >>> >>> Aaron >>> >>> -----BEGIN PGP SIGNATURE----- >>> Version: GnuPG v2.0.19 (GNU/Linux) >>> Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ >>> >>> iEYEARECAAYFAlCDNUQACgkQy44tus2TznfTigCffvSJ2OzhChE+UwGkn0C+tdem >>> WEsAni8yChh4ehzQPtxWLj4gncQTMfA/ >>> =hvv8 >>> -----END PGP SIGNATURE----- >>> >>> ------------------------------------------------------------------------------ >>> Everyone hates slow websites. So do we. >>> Make your web apps faster with AppDynamics >>> Download AppDynamics Lite for free today: >>> http://p.sf.net/sfu/appdyn_sfd2d_oct >>> _______________________________________________ >>> Openparsec-devel mailing list >>> Ope...@li... >>> https://lists.sourceforge.net/lists/listinfo/openparsec-devel >> >> >> ------------------------------------------------------------------------------ >> Everyone hates slow websites. So do we. >> Make your web apps faster with AppDynamics >> Download AppDynamics Lite for free today: >> http://p.sf.net/sfu/appdyn_sfd2d_oct >> _______________________________________________ >> Openparsec-devel mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/openparsec-devel |
|
From: Jason W. <jwi...@pr...> - 2012-10-23 18:10:57
|
The problem with distributing the pscdata files is that they were never really opensourced along side the game. I think I emailed Andreas about this a while back but didn't get a response. There are several people that would need to sign off on that because all the material in them is copy righted. If you search for the Linux version of the old LAN Demo, you can get the pscdata files from there until the copyrights are sorted out or someone re-does the artwork. -- Jason On Tue, Oct 23, 2012 at 2:06 PM, Hans-Jürgen Lange <hj...@si...> wrote: > I have the pscdata files :) > > -- > Hans-Juergen Lange > > Senftenberger Ring 22 > 13435 Berlin > > tel: +49 30 45 02 82 10 > mobil: +49 177 671 32 02 > > hj...@si... > http://www.simulated-universe.de > > -----Ursprüngliche Nachricht----- > Von: Aaron Mueller [mailto:ma...@aa...] > Gesendet: Dienstag, 23. Oktober 2012 20:00 > An: ope...@li... > Betreff: Re: [Openparsec-devel] Overview > > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > On 10/22/2012 10:00 PM, Robert Palmer wrote: >> When you speak of the parsec datafiles, are you referring to the >> sounds, models, and everything else used by the game? Those can be >> extracted from the client by going into the game, opening the >> console using the "~" key and then typing in a series of commands. >> The basis for doing so was described in a tutorial.txt file (the >> section labled as "2. EXTRACTING THE DATA PACKAGES") located >> somewhere in a docs folder on the sourceforge site, but I'll go >> ahead and put the tutorial.txt in this email. >> >> If you're talking about a different set of data files, then I >> apologize for wasting your time. XD I'll see if I can browse around >> for the talk slides you mentioned. > >> [...] All the data files used by Parsec are stored in the package >> files called pscdata0.dat, pscdata2.dat and pscdata3.dat >> (pscdata1.dat only contains the splashscreen image). [...] > > > I could not find any pscdata*.dat files in the repository. The whole > trunk is about 60 MB in size. So I think the media ressources are > located elsewhere. > > The game client itself is not downloadable from the sf.net page (or I > did not found it?). So in order to extract the mediadata and make it > downloadable for everyone who is working with the source version of > the game, we need the original game i guess? > > By the way: Is someone working on the website or the trac? Both is not > reachable right now. > > Aaron > > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v2.0.19 (GNU/Linux) > Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ > > iEYEARECAAYFAlCG2wUACgkQy44tus2TzneHWgCdH1G8c8+Eg6HjRAR+QMndgQZd > T5wAn32tdMjcQeSM6ZWVP1E/T7CfnROz > =lHF/ > -----END PGP SIGNATURE----- > > ---------------------------------------------------------------------------- > -- > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel > > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > _______________________________________________ > Openparsec-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/openparsec-devel |
|
From: Hans-Jürgen L. <hj...@si...> - 2012-10-23 18:06:14
|
I have the pscdata files :) -- Hans-Juergen Lange Senftenberger Ring 22 13435 Berlin tel: +49 30 45 02 82 10 mobil: +49 177 671 32 02 hj...@si... http://www.simulated-universe.de -----Ursprüngliche Nachricht----- Von: Aaron Mueller [mailto:ma...@aa...] Gesendet: Dienstag, 23. Oktober 2012 20:00 An: ope...@li... Betreff: Re: [Openparsec-devel] Overview -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On 10/22/2012 10:00 PM, Robert Palmer wrote: > When you speak of the parsec datafiles, are you referring to the > sounds, models, and everything else used by the game? Those can be > extracted from the client by going into the game, opening the > console using the "~" key and then typing in a series of commands. > The basis for doing so was described in a tutorial.txt file (the > section labled as "2. EXTRACTING THE DATA PACKAGES") located > somewhere in a docs folder on the sourceforge site, but I'll go > ahead and put the tutorial.txt in this email. > > If you're talking about a different set of data files, then I > apologize for wasting your time. XD I'll see if I can browse around > for the talk slides you mentioned. > [...] All the data files used by Parsec are stored in the package > files called pscdata0.dat, pscdata2.dat and pscdata3.dat > (pscdata1.dat only contains the splashscreen image). [...] I could not find any pscdata*.dat files in the repository. The whole trunk is about 60 MB in size. So I think the media ressources are located elsewhere. The game client itself is not downloadable from the sf.net page (or I did not found it?). So in order to extract the mediadata and make it downloadable for everyone who is working with the source version of the game, we need the original game i guess? By the way: Is someone working on the website or the trac? Both is not reachable right now. Aaron -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.19 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ iEYEARECAAYFAlCG2wUACgkQy44tus2TzneHWgCdH1G8c8+Eg6HjRAR+QMndgQZd T5wAn32tdMjcQeSM6ZWVP1E/T7CfnROz =lHF/ -----END PGP SIGNATURE----- ---------------------------------------------------------------------------- -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct _______________________________________________ Openparsec-devel mailing list Ope...@li... https://lists.sourceforge.net/lists/listinfo/openparsec-devel |
|
From: Aaron M. <ma...@aa...> - 2012-10-23 17:59:42
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On 10/22/2012 10:00 PM, Robert Palmer wrote: > When you speak of the parsec datafiles, are you referring to the > sounds, models, and everything else used by the game? Those can be > extracted from the client by going into the game, opening the > console using the "~" key and then typing in a series of commands. > The basis for doing so was described in a tutorial.txt file (the > section labled as "2. EXTRACTING THE DATA PACKAGES") located > somewhere in a docs folder on the sourceforge site, but I'll go > ahead and put the tutorial.txt in this email. > > If you're talking about a different set of data files, then I > apologize for wasting your time. XD I'll see if I can browse around > for the talk slides you mentioned. > [...] All the data files used by Parsec are stored in the package > files called pscdata0.dat, pscdata2.dat and pscdata3.dat > (pscdata1.dat only contains the splashscreen image). [...] I could not find any pscdata*.dat files in the repository. The whole trunk is about 60 MB in size. So I think the media ressources are located elsewhere. The game client itself is not downloadable from the sf.net page (or I did not found it?). So in order to extract the mediadata and make it downloadable for everyone who is working with the source version of the game, we need the original game i guess? By the way: Is someone working on the website or the trac? Both is not reachable right now. Aaron -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.19 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ iEYEARECAAYFAlCG2wUACgkQy44tus2TzneHWgCdH1G8c8+Eg6HjRAR+QMndgQZd T5wAn32tdMjcQeSM6ZWVP1E/T7CfnROz =lHF/ -----END PGP SIGNATURE----- |
|
From: Aaron M. <ma...@aa...> - 2012-10-22 19:44:46
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi space travellers! To collect all the available information we have, I start with the list I've found so far. Please feel free to add stuff. * The parsec thesis paper (See mail from Robert Palmer 10/16/2012) * Parsec developer tutorial http://openparsec.svn.sourceforge.net/viewvc/openparsec/trunk/docs/tutorial.txt?revision=8&view=markup * The Parsec 3D model utility manual http://openparsec.svn.sourceforge.net/viewvc/openparsec/trunk/docs/makeodt_readme.txt?revision=8&view=markup * The code itself (the comments in the code are good). * An extensive ToDo list (we should put this into tickets on trac) http://openparsec.svn.sourceforge.net/viewvc/openparsec/trunk/docs/todo.txt?revision=8&view=markup * Another ToDo list from the uberlinuxguy (merge with the other?) http://openparsec.svn.sourceforge.net/viewvc/openparsec/trunk/TODO?revision=8&view=markup * The FAQ on the main webpage (which should be updated) http://www.parsec.org/faq.html Still missing things: * Braunschweig Parsec talk slides (+recordings would be nice :) * Parsec datafiles to get the game running On 10/21/2012 04:00 PM, Ruben Müller wrote: > To get the party started and the base-questions answered a chat or > at least a small forum - if the different timezones don´t match > that good. :) IRC sounds nice but some sort of chat that sends you > the protocoll while you´ve been away whould be even better, so > everyone gets every message! I think IRC is good enough. Someone can enable logging and post the chatlog afterwards to the mailinglist. If we have regular meetings or a constant channel, some irc bot will do the job. Aaron -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.19 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ iEYEARECAAYFAlCFoiUACgkQy44tus2TznePSwCdEBmhqaqTkO1fN2BqKpML5CZp YuMAnRPPxFh9hd84nE0iFrtO3lZbbqdC =FDli -----END PGP SIGNATURE----- |
|
From: Aaron M. <ma...@aa...> - 2012-10-22 18:44:38
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On 10/21/2012 03:37 PM, Phil Spencer wrote: > Or, we will continue to use sourceforge which provides all those > things already. +1 I think, we have all the infrastructure we need. (I hate subversion and I'd love to use git instead ... but this discussions are not out main problem.) The following actions would be sufficient: * Point openparsec.org to a subfolder on the sf.net project, so we can try to build a new website and dont touch the old one until the new page is ready. * Give some people who are willing to change the website some rights on the sf.net project page _if_ there are some results in that area. * Bring the trac instance[1] back to life and define a reachable milestone with the next tasks we want to achieve (for programmers, designers and other contributors) * Create a way/workflow to submit patches to someone who can/want to review and merge the changes into trunk. Aaron [1]:https://sourceforge.net/apps/trac/openparsec/ -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.19 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ iEYEARECAAYFAlCFlA0ACgkQy44tus2Tznfj7gCdH4mVR6e9rkMz8BSIIHKXk1Cl DmkAnAyFW+NcDXDxP1JTR9U/+Cj0d0Fm =Q4o4 -----END PGP SIGNATURE----- |