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From: Mudrony <mu...@in...> - 2002-08-20 18:18:44
|
Here is a patch with my changes. The patch was made a clean CVS tree processed and patched by Serge van Boom's script/patch. This means that the files are moved, and the upcase filenames are fixed. Note that I jsut posted an another patch that tries to move files itself. The message was large enough to be held for approval. That message can be disregarded, this patch is much better. This patch contains all the small, quick, dirty but efficient changes i made to let the source compile. I post this patch so people can review my changes and can come up with better soultions. I just commented out the dos.h and io.h #includes, and I had to comment all the calls for functions defined there. Fortunately this means only a few calls, and they seem to be simple file attribute checks that should be straightforward to port. Chris: try to use only stdio.. I added some conditionals to solve some those declaration conflicts, and sometime even altered declarations or calls. The original is usually left there commented. When using CVS there is no reason to comment everythng and keep lengthy history inside the sources since CVS does that much better. There is no need to write names at all (so "Added by Chris" style comments are not good). Except maybe some comments made above the code, wich may have a name prepended. (Like: "Chris: Don't try this at home" :) Someone might ask why I moved files, and why I added the those dummy.c files: - The race specific code found in sc2.code seems to belong to the ships, I gues they (ie the habit of putting them into sc2code) are leftovers from SC1. If planets/ and comm/ can have their subdirs then ships should have too. This inproves consistency a lot. - paul from planets has to be removed for similar reasons. Source should be structured on clear conceptual reasons, so when a large enough group of sources has a clear distinctive group. Seeing your name in the path is not such a reason, even if admire paul's name a lot :) This is code not a family photo album :) - For the same reason there should not be an sc2code subdir, and SDL_wrapper should be under the graphics subsystem, not at the top.. Also the one file subdirs could be removed, and the dirs could be more respect to future modularization. And getting rod of the DOS 8.3 names in favor of more readable/descriptive names would be nice too. These would require altering the whole thing, its not difficult, but it would be a patchning nightmare, and CVS would be even worse. - My automake files build subdirs as static libs (as .a archive files) Automake does not seem to like libs that only contain code from other libs, it inssist on having at least one real source file, so I added the dummy.c files. If we want, we can be turn these into something more useful later. Only thing new compared to my pack release that it builds test.c as a separate sndtest executable. This patch contains the most recent version of the Makefile.am files, but does not contain the other automake/autoconf files. |
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From: Mudrony <mu...@in...> - 2002-08-20 17:06:09
|
I didn't mentioned all the changes I made in the last mail, because there was too many of them for me to remeber. I had to tweak includes and comment out lines and then uncoment them when i found a better solution :) This patch was produced against a clean CVS tree, and it will try to move files, and will leave empty directories. The CVS subdirs are not touched. I include this patch so people can review my changes and can sort out the unnecessary ones. I hope Serge van den Boom can use this to produce a better script, since the set of mv commands and a patch made against an mv-ed source tree is much cleaner (and smaller). gunzip the patch next to src/ and apply with: patch -p0 -imudry.patch I usually do not use diff dierctly becasue CVS takes care of it for me, so I hope the patch is OK.. |
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From: Serge v. d. B. <sv...@st...> - 2002-08-20 06:32:07
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Hi, I've made a few scripts to automatically fix just about all the problems Karl and Mudrony mentioned, from a clean CVS tree. They should be suitable for reuse in future situations. Greetings, Serge |
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From: Mudrony <mu...@in...> - 2002-08-20 05:22:27
|
As I promised I did an "autoconfiscated" makefile using all the autotools. This pack adds various files that are standard for opensource/GNU projects. The autoconf file is pretty sophisticated. It will add libtool and gettext support, wich is not required yet since the curernt code does not make use of it, but I strongly suggest that.. The autogen.sh will run the tools that produce the generated files, and will inject their stuff into top dist dir. I even wrote a small intro (README.ac) for those that aren't familiar with autotools. It also contains important details. With numerous modifications I managed to compile the sources. Some of these touches are detailed in README.ac, the others are fixes for decalartion conflicts, and such. Some files inclode io.h wich is not present on Linux. Some even include dos.h and windows.h.. I commented out their calls (mostly _setmode() with O_TEXT), to let the compile proceed, but of course it will break the result. I even moved some source files. I will try to make a patch or to commit to CVS if Chris lets me to.. I already put a LOT work into this (12.39 hours!), and while automake/autoconf makes life a bit complex the resulting flexibility well worth the price. It's much sophisticated than Karl's Makefile (Karl's modifications helped a lot) This is a "beta version" of this automake pack, meaning that only one person (Meep-Eep on #sc2) tested it (and found numerous small typos). A few things certainly need tweaking, so take care when using it. However it's already quite mature.. (it works fine for me :) The tarball will unpack into its own dir to avoid trashing your distdir, but all of its contents meant to reside in the top distdir (the one that has src/, util/ and content/). |
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From: Nick B. <nic...@ma...> - 2002-08-19 18:23:34
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Are there any plans to replace any of the graphics in the new revamp sc2? Interface or the like? -Nick _______________________________________________________________ http://www.webmail.co.za the South-African free email service |
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From: Michael C. M. <mcm...@st...> - 2002-08-19 07:52:17
|
On Sat, 17 Aug 2002, Alon Tirosh wrote:
> ok. we need to figure something out. Some of the people dev'ing for
> windows will be doing it in VS, and some people want to use ming. this
> can cause problems. personally i like to use VS because it gives me a
> better Debugger and i can look at the asm and tune the code better. this
> is just me. however, if we dev under two diff compilers, while both
> final products will work, we can have cross development issues. so. what
> to do?
There are two major cross-development issues that I know of.
(1) Build control. This actually isn't that much of a problem, as long as
we don't commit changes to the VC++ build files after the initial
commit. Given that locations of libraries and such are likely to
change anyway, we'll all need our own makefiles/project
files/whatever. (That said, I now have a functioning .dsp for VC++6.0
that compiles StarCon2Debug.exe.)
(2) Standards shift. VC++6 doesn't fit the final ANSI standard for C++.
The only place this is likely to bite us for portability is with loops
defined like so:
for(int i = 0; i < 17; i++) {
/* Do stuff... */
}
Under VC++6, i continues to exist outside of the loop. Under gcc, i
goes out of scope when the loop ends. I'm given to understand that at
the time VC++ was correctly implementing a bad standard, which was
later changed in the final ANSI standard for C++.
Since that wasn't legal C, I don't think, when the original code was
written, this is unlikely to be a problem except for code we add. To
port across compilers, either declare i outside of the loop (to make
it stay), or surround the loop with braces, like so:
{for(int i = 0; i M 17; i++) {
// Do stuff
}}
This will make i become undeclared when the loop ends.
People in the group I've been working with supported a vast library
system that played nicely with both VC++ and gcc without having to do
much to the sources, largely via this trick.
--Michael
|
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From: <ti...@pi...> - 2002-08-18 19:13:23
|
It compiles and links fine using VC7 with SDL, SDL_image, SDL_mixer and smpeg for win32. When running it fails on InitResourceSystem() called inside LoadKernel(), as starcon.pkg isn't in the content directory. I've looked through the code and it seems Chris has done most of the hard work in getting the code to compile and seperating out the 3DO specific calls into SDL_wrapper.c. So I'm sure he'll have a good plan on what to do next and how to get the resource system going again. There is a lot of strange prototyping going on, which is all set up in compiler.h in the sc2code\libs directory. Most of it looks redundant and can be cleaned up with a perl script. The proposed system of assigments seems logical, as if we're just working on a wrapper and touching the original code as little as possible just to get things going then Chris will really be the only one who's got the big picture, and actually knows what the missing 3DO call do. Cheers, --tim-- -----Original Message----- From: Chris Nelson [mailto:ch...@to...] Sent: 16 August 2002 23:52 To: sc2-devel Subject: [Sc2-devel] The process begins Hello, everyone. Today, the source code have been posted to cvs.sc2.sourceforge.net, the media is currently being uploaded (we'll see whether sourceforge gives us the ~500 megs of storage space we need), and the open development phase of the re-release of The Ur-Quan Masters begins. There are many development models we could use. To date, I've been the only one making changes to the code itself (along with Fred), and have been utilizing your abilities by giving detailed coding assignments. These assignments allow me to offload problems that are more generally solvable, so I can work on the problems that require a better understanding of the sc2 sourcecode itself. Thus, everyone works on the tasks that they are best suited for. This has worked very well, and I think it's a pretty efficient way to get things done. There are other models. I could, for example, open up the CVS repository, and allow anybody to directly make changes to code and media. Although this allows for a faster theoretical maximum development speed, it also introduces the possibility of more bugs, and a somewhat more chaotic atmosphere. This might be better suited for other projects that would like to branch off, after we hit v1.0... If anyone disagrees, or wants to offer a different model, please post to the list. Also, we have 32(!) people as far, on this list. To ensure that this list doesn't generate too much traffic, I would encourage people to limit their posts to the primary topic: development. We also have a channel on irc.openprojects.net: #sc2. If you're working on an assignment, having a presence in this channel would be a good idea, so you can collaborate with other people who might be working on the same thing. The channel also is a better place to just chat about the project, in general, without flooding peoples inboxen. The first assignment is for everyone to download the project (all 500 megs), and verify that it compiles + runs, if you're running some flavor of windows. You'll need some libraries, specifically SDL, SDL_image, and SDL_mixer. These can be obtained at libsdl.org... For those of us who'd rather work in Linux, our first job is to get the code to compile there. This is probably one of the next things I'll be working on. So over the weekend, feel free to examine the code, or try to make it work under Linux (document your changes!). I'll be unavailable this weekend, and will start giving assignments sometime next week. Enjoy! -Chris |
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From: Karl B. <ka...@gm...> - 2002-08-18 10:44:41
|
Hi! I've uploaded a new version of the makefile. Please report any problems/suggestions. Changes: - check for SDL version - check for OpenGL - including GL libs - removed test.c from target http://www.linux-games.com/make.tar.gz Bye, -- Karl |
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From: <ze...@rp...> - 2002-08-18 00:53:53
|
SSBqdXN0IGdvdCBpdCB0byB0b3RhbGx5IGNvbXBpbGUgYW5kIHJ1biBvbiB3 aW5kb3dzIGluIGN5Z3dpbiEJSSdsbCBjaGVjawppZiB0aGlzIHdvcmtzIGxh dGVyIGluIGxpbnV4LiAgQW55d2F5LCBJdCBnZXRzIHRocm91Z2ggYWxsIG9m IHRoZSBTREwgaW5pdApzdHVmZiwgYnV0IGZhaWxzIGF0IExvYWRLZXJuZWws IHdpdGggIktlcm5lbCBmYWlsZWQgdG8gbG9hZCEiIGVycm9yCm1lc3NhZ2Uu ICBhbnl3YXksIGl0IGNvbXBpbGVzLglUaGluZ3MgSSBoYWQgdG8gZG8gdG8g Z2V0IGl0IHRvIGNvbXBpbGU6Cg0KLXN0YXJ0ZWQgd2l0aCBrYXJsJ3MgY29u ZmlnDQotcmVtb3ZlZCB0ZXN0LmMgZnJvbSBtYWtlZmlsZSwgYWRkZWQgbGli cy9yZXNvdXJjZS9kaXJlY3QuYyAoYWZ0ZXIKbG93ZXJjYXNpbmcpDQotY29t ZW50ZWQgb3V0IHZhcmlvdXMgR0xPQkFMX1BST0MgZGlyZWN0aXZlcyBpbiB0 aGUgbGlicyBoZWFkZXIgZmlsZXMgdGhhdAp3ZXJlIGNvbmZsaWN0aW5nIHdp dGggdGhlIGxpYnMgYyBmaWxlcy4gIEkgc3RpbGwgZG9uJ3Qga25vdyB3aGF0 CkdMT0JBTF9QUk9DIGFjdHVhbGx5IGRvZXMsIGJ1dCBJIGJldCBpdCBpc24n dCBuZWVkZWQuDQotZml4ZWQgYSBidWcgaW4gcGxhbmV0cy9zY2FuLmMgKG1l bnRpb25lZCBpbiBsYXN0IHBvc3QpDQotQWRkZWQgLWxHTCB0byBjb21tYW5k IGxpbmUgcGFyYW1ldGVycyBpbiBtYWtlZmlsZQ0KDQpBdHRhY2hlZCBpcyBh IGRpZmYgZmlsZSBnZW5lcmF0ZWQgZnJvbSB0aGUgY3ZzIHNvdXJjZXMgYW5k IG15IGNoYW5nZXMuDQoNClN0aWxsIGxvdHMgb2YgY29tcGlsZXIgd2Fybmlu Z3MsIGFuZCBpdCBvYnZpb3VzbHkgZG9lc250IHRvdGFsbHkgd29yay4NCgoK Cg== |
|
From: <ze...@rp...> - 2002-08-18 00:11:12
|
I agree with eric. I checked the code, and as far as I can tell, no glut functions are used at all. SDL basically replaces GLUT and GLX. Why a windowing toolkit has a generate teapot function is a different matter :P. Also, to Karl, make sure you change the makefile to link with Opengl. Opengl is DEFINITELY used. Uhh... random bug: line 151 of planets/scan.c reads: wstrcpy (buf, "%s", GAME_STRING (SCAN_STRING_BASE + 4 + 51)); but that obviously doesn't work, it should be wsprintf (buf, "%s", GAME_STRING (SCAN_STRING_BASE + 4 + 51)); After fixing that and a fwe things with duplicate references, I got it to go past the compile phase in cygwin! Of course, it died in linker, but eh. Other stuff: you shouldnt link both test.c and the sdl_wrapper.c, as both include SDL main functions. test.c is a seperate application. I had trouble with some of the gfx functions in libs. They way they are, it said they were declared twice in incompatible ways, but when I deleted one of them, it can't find the symbol. Specifically GetFrameHot, GetFrameRect and SetFrameHot. I don't understand the code, cause its full of 3d0 macros. Uh, that's about it for now. |
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From: Eric W. <ewi...@ya...> - 2002-08-17 23:57:02
|
Hi, just a quick suggestion on incorporating OpenGL in an SDL project... Since you are using OpenGL with SDL, you probably don't need to include GLUT (<GL/glut.h>). Glut is another cross platform library that comes with a lot of stuff which is redundant to the SDL (Window manager, event callbacks, mouse/joystick support). I do not believe these features will cooperate with SDL. I think only the shape drawing features (glutSolidTeapot, etc) will work. What you probably want to include is <GL/glu.h> and <GL/gl.h>. However, note that calling these is not necessarily cross platform because the directory paths have not been standardized. (MacOSX calls it OpenGL/) Also, Windows requires <windows.h> for gl.h for some really bizarre reason. To get around this, SDL provides a nice interface for OpenGL which I believe is the preferred method. Do a #include "SDL_opengl.h" and it will include both gl.h and glu.h for you. Cheers, Eric __________________________________________________ Do You Yahoo!? HotJobs - Search Thousands of New Jobs http://www.hotjobs.com |
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From: <ze...@rp...> - 2002-08-17 20:11:07
|
Yeah, it's not a bid deal. The cygwin port will theoretically be the same as the linux port, as they both use basically the same libraries. GL might be an issue, but that's about it. the MSVC++ port will require different code, as that compiler is so screwed up it isn't funny. ALthough I haven't tried vc++7 yet, vc++6 had so many ansi incompatibilities, I just gave up on it. Other stuff: the source would seem to require smpeg. I downloaded the windows library and dev stuff, and that was no problem. WHat's going on with all the stuff in libs? is that the main stuff we have to replace? it's so full of macros, I can't even tell what the heck its trying to do. I commented out a bunch of it to get SDL_wrapper to compile, things are almost compiling now. libs seems rather heavily 3d0 dependent. |
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From: Mudrony <mu...@in...> - 2002-08-17 18:41:24
|
2002-08-17, szo keltez=E9ssel Alon Tirosh ezt =EDrta: > ok. we need to figure something out. Some of the people dev'ing for windo= ws will be doing it in VS, and some people want to use ming. this can cause= problems. personally i like to use VS because it gives me a better Debugge= r and i can look at the asm and tune the code better. this is just me. howe= ver, if we dev under two diff compilers, while both final products will wor= k, we can have cross development issues. so. what to do? I think it will be fine until we do not try to link code from different compiler together! The data should work fine with both, and the souce must go with both.. |
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From: Mudrony <mu...@in...> - 2002-08-17 18:39:36
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2002-08-17, szo keltez=E9ssel ze...@rp... ezt =EDrta: > I just tried out Karl's configure file in cygwin and it creates the > makefile fine. (I had to install the SDL_mixer and image libraries I > downloaded off the sdl site by hand, though). Now to work on getting > everything to compile with mingw. I know vc++ is an option, but I think = it > better that it also works on the free alternative. It's not that hard to > get mingw working with SDL and OGL, either, I have successfully compiled > the SDL/OGL demo. NOw to try to get it to compile. I'm using Cygwin/mingw for my clone (fscp) for SDL and OpenGL, and it works perfect.. (well the cygwin gl.h is only 1.1 by default, wich lacks some essential multitexture stuff.., but semms it can be made 1.2 compilant with a define) I will work on the linux port (dling the src, and Karl's stuff right now). I will do some autoconf/automake stuff and suggest using freetype, SDL-SGE, and similar stuff. I might even try making some design suggestions, and even migrating some of my code in, if people see it fit.=20 At the beginning of FSCP SDL was weak and GGI looked much better (it was long time ago), however we didnt wanted to commit ourselves to just one backed, and decided to do the modular thing, wich I suggest to de here as well. Define a consistent api and hide all gfx baxked specific stuff (like SDL) behind it, so your higher level stuff gets cleaned and porting will be less pain. My gfx engine evolved to a level where it does advanced OpenGL stuff and even hides differences in 2d/3d... (http://fscp.sf.net/screenshots/) Well fisrt lets make SC2 code to compile under linux.. One more thing: CVS checkouts will complain that files in the way if i download the sources myself, and will want to redownload then itself.=20 So please make the CVS subdirs available as a separate download, or make CVS complete soon.. >=20 >=20 >=20 > ------------------------------------------------------- > This sf.net email is sponsored by: OSDN - Tired of that same old > cell phone? Get a new here for FREE! > https://www.inphonic.com/r.asp?r=3Dsourceforge1&refcode1=3Dvs3390 > _______________________________________________ > Sc2-devel mailing list > Sc2...@li... > https://lists.sourceforge.net/lists/listinfo/sc2-devel |
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From: Alon T. <al...@ay...> - 2002-08-17 18:37:06
|
ok. we need to figure something out. Some of the people dev'ing for = windows will be doing it in VS, and some people want to use ming. this = can cause problems. personally i like to use VS because it gives me a = better Debugger and i can look at the asm and tune the code better. this = is just me. however, if we dev under two diff compilers, while both = final products will work, we can have cross development issues. so. what = to do? |
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From: <ze...@rp...> - 2002-08-17 18:05:40
|
I just tried out Karl's configure file in cygwin and it creates the makefile fine. (I had to install the SDL_mixer and image libraries I downloaded off the sdl site by hand, though). Now to work on getting everything to compile with mingw. I know vc++ is an option, but I think it better that it also works on the free alternative. It's not that hard to get mingw working with SDL and OGL, either, I have successfully compiled the SDL/OGL demo. NOw to try to get it to compile. |
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From: Karl B. <ka...@gm...> - 2002-08-17 12:46:25
|
Hi all! I've put together a simple configure/Makefile for sc2. It can be found at: http://www.linux-games.com/make.tar.gz Extract the tar into the src directory, than go into the configure dir and call ./configure . Then you should have a usable Makefile. Problems (can all be fix easily) : - SDL_wrapper.h:41: gl/glut.h should be GL/glut.h - IKEY_CON.H should be lowercase - IFONTRES.H should be lowercase - ISNDRES.H should be lowercase - sc2code/libs/math/random.c: random is defined here, but it's also defined in /usr/include/stdlib.h. It looks like we don't need the one in sc2code/libs/math/ IMHO. Notes: - I added the following defines, since they are needed (I used the values from Starcon2.dsp): SAFE_X=0 SAFE_Y=0 It doesn't compile successfully, yet, but I think it's a good starting point. I'll probably post an updated version tomorrow. I hope this helps, -- linux-Gg |
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From: Karl B. <ka...@gm...> - 2002-08-17 12:37:32
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Hi all!
I've put together a simple configure/Makefile for sc2. It's attached.
Extract the tar into the src directory, than go into the configure dir
and call ./configure . Then you should have a usable Makefile.
Problems (can all be fix easily) :
- SDL_wrapper.h:41: gl/glut.h should be GL/glut.h
- IKEY_CON.H should be lowercase
- IFONTRES.H should be lowercase
- ISNDRES.H should be lowercase
- sc2code/libs/math/random.c: random is defined here, but it's
also defined in /usr/include/stdlib.h. It looks like we don't
need the one in sc2code/libs/math/ IMHO.
Notes:
- I added the following defines, since they are needed (I used
the values from Starcon2.dsp):
SAFE_X=0
SAFE_Y=0
It doesn't compile successfully, yet, but I think it's a good starting
point. I'll probably post an updated version tomorrow.
I hope this helps,
-- linux-Gg
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From: Nick B. <nic...@ma...> - 2002-08-17 09:28:11
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Oh, btw, there was mention of the new SC2 project in a computer gameing magazine. I scanned it and sent it off to the news section at PONAF. _______________________________________________________________ http://www.webmail.co.za the South-African free email service |
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From: Nick B. <nic...@ma...> - 2002-08-17 09:24:56
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aargh, this is in digest mode, got to turn off... Anyways, I would love to help with the webpage: -Nick _______________________________________________________________ http://www.webmail.co.za the South-African free email service |
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From: P S. <pjs...@un...> - 2002-08-17 06:26:40
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for those who can't compile the little program, http://www4.ncsu.edu/~pjspycha/files/SHIPYARD.WAV thanks to Meep-Eep (Serge van den Boom) |
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From: Chris N. <ch...@to...> - 2002-08-17 01:50:51
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Hello, everyone. Today, the source code have been posted to cvs.sc2.sourceforge.net, the media is currently being uploaded (we'll see whether sourceforge gives us the ~500 megs of storage space we need), and the open development phase of the re-release of The Ur-Quan Masters begins. There are many development models we could use. To date, I've been the only one making changes to the code itself (along with Fred), and have been utilizing your abilities by giving detailed coding assignments. These assignments allow me to offload problems that are more generally solvable, so I can work on the problems that require a better understanding of the sc2 sourcecode itself. Thus, everyone works on the tasks that they are best suited for. This has worked very well, and I think it's a pretty efficient way to get things done. There are other models. I could, for example, open up the CVS repository, and allow anybody to directly make changes to code and media. Although this allows for a faster theoretical maximum development speed, it also introduces the possibility of more bugs, and a somewhat more chaotic atmosphere. This might be better suited for other projects that would like to branch off, after we hit v1.0... If anyone disagrees, or wants to offer a different model, please post to the list. Also, we have 32(!) people as far, on this list. To ensure that this list doesn't generate too much traffic, I would encourage people to limit their posts to the primary topic: development. We also have a channel on irc.openprojects.net: #sc2. If you're working on an assignment, having a presence in this channel would be a good idea, so you can collaborate with other people who might be working on the same thing. The channel also is a better place to just chat about the project, in general, without flooding peoples inboxen. The first assignment is for everyone to download the project (all 500 megs), and verify that it compiles + runs, if you're running some flavor of windows. You'll need some libraries, specifically SDL, SDL_image, and SDL_mixer. These can be obtained at libsdl.org... For those of us who'd rather work in Linux, our first job is to get the code to compile there. This is probably one of the next things I'll be working on. So over the weekend, feel free to examine the code, or try to make it work under Linux (document your changes!). I'll be unavailable this weekend, and will start giving assignments sometime next week. Enjoy! -Chris |
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From: Serge v. d. B. <sv...@st...> - 2002-08-17 00:57:56
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Hi, I've made a convertor for the .aif files. Parker found a file which converted uncoded files to SBX2 coded files, which provided all the info still needed. Note that the .aif files are long, and the converter isn't optimised, so you may have to be a little patient. Greetings, Serge P.S. A lot of us are on irc on irc.openprojects.net, channel #sc2. Feel free to join us if you're not already there. |
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From: Scott I. <xr...@cl...> - 2002-08-16 19:02:36
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Well I've been in contact with Chris and haven't heard from EvilSpaceL0ord, and so Ive taken a start to creating a layout for this site. Ill have something to view fairly soon. Scott, -----Original Message----- From: sc2...@li... [mailto:sc2...@li...] On Behalf Of P Spychala Sent: August 15, 2002 1:37 PM To: sc2...@li... Subject: [Sc2-devel] sc2.sourceforge.net Who is interested in doing the sourceforge webpage for us? Chris told me that Scott and EvilSpaceLord were interested, anyone else? |
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From: Nick B. <nic...@ma...> - 2002-08-16 07:36:09
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I am not sure I can help much I just dont have the time, but maybe I can offer help if its asked for ;) _______________________________________________________________ http://www.webmail.co.za the South-African free email service |