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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: Karl B. <ka...@gm...> - 2002-08-17 12:46:25
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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
Attachments:
make.tar.gz
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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: Mudrony <mu...@in...> - 2002-08-20 05:22:27
Attachments:
mudry-sc2-autopack.tgz
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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: Serge v. d. B. <sv...@st...> - 2002-08-20 06:32:07
Attachments:
sc2patch.tgz
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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 17:06:09
Attachments:
mudry.patch.gz
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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: Mudrony <mu...@in...> - 2002-08-20 18:18:44
Attachments:
mudry2.patch.gz
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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: Chad 'A. D. <st...@cl...> - 2002-08-20 21:12:56
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Howdy all.... I'm a developer by trade for an IT consulting firm,= so I know a little about various programming languages and methodologies... nothing "hard core" though. I think I'll= mostly be lurking, but would like to start getting familiar with the code= and learning things from it in my spare time.... ANYWAYS, is it just me or does http://cvs.sc2.sourceforge.net/= return a blank page? How did you guys get the source code?? Thanks, Chad -- "Ah, the mysteries of the Universe. Try to understand 'em, but can you? Nope, they're mysteries!" -Pkunk, Star Control 2 http://www.star-control.com/ On 16 Aug 2002 18:51:39 -0400, Chris Nelson wrote: >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: Mike L. <mi...@mi...> - 2002-08-21 01:15:25
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Hi! Glad to be aboard here. :o) This week I am working on the escape pod and escape pod cockpit. btw: did u get my email message from hotmail? On Tue, 20 Aug 2002 17:13:32 -0400, "Chad 'Atarex' Derrenbacker" <st...@cl...> wrote: >Howdy all.... I'm a developer by trade for an IT consulting firm, so=20 >I know a little about various programming languages and=20 >methodologies... nothing "hard core" though. I think I'll mostly be=20 >lurking, but would like to start getting familiar with the code and=20 >learning things from it in my spare time.... > >ANYWAYS, is it just me or does http://cvs.sc2.sourceforge.net/ return=20 >a blank page? How did you guys get the source code?? > >Thanks, >Chad =3D=3D=3D=3D |
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From: Karl B. <ka...@gm...> - 2002-08-21 09:47:17
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Hi Chad! > Howdy all.... I'm a developer by trade for an IT consulting firm, so > I know a little about various programming languages and > methodologies... nothing "hard core" though. I think I'll mostly be > lurking, but would like to start getting familiar with the code and > learning things from it in my spare time.... > > ANYWAYS, is it just me or does http://cvs.sc2.sourceforge.net/ return > a blank page? It is a (nearly) blank page. > How did you guys get the source code?? cvs -z3 -d:pserver:ano...@cv...:/cvsroot/sc2 co (modulename) Bye, -- Karl |
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From: Dennis H. <den...@ca...> - 2002-08-21 17:25:16
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Ok, call me stupid, but I don't understand the command line at the bottom... I've used sourceforge before and only had to click the download button. Where do I type that command line in? And how do I know what the module is called? -----Original Message----- From: sc2...@li... [mailto:sc2...@li...] On Behalf Of Karl Bartel Sent: Wednesday, August 21, 2002 6:39 AM To: sc2...@li... Subject: Re: [Sc2-devel] The process begins Hi Chad! > Howdy all.... I'm a developer by trade for an IT consulting firm, so > I know a little about various programming languages and > methodologies... nothing "hard core" though. I think I'll mostly be > lurking, but would like to start getting familiar with the code and > learning things from it in my spare time.... > > ANYWAYS, is it just me or does http://cvs.sc2.sourceforge.net/ return > a blank page? It is a (nearly) blank page. > How did you guys get the source code?? cvs -z3 -d:pserver:ano...@cv...:/cvsroot/sc2 co (modulename) Bye, -- Karl ------------------------------------------------------- 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=sourceforge1&refcode1=vs3390 _______________________________________________ Sc2-devel mailing list Sc2...@li... https://lists.sourceforge.net/lists/listinfo/sc2-devel |
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From: Karl B. <ka...@gm...> - 2002-08-21 17:30:56
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Hi! You need a program called CVS. There are some GUIs out there which you can use if you don't like the command line. I think you can find some more info on sourceforge. btw, the sc2 sourceforge site is: http://sourceforge.net/projects/sc2/ I hope this helps, -- Karl Dennis Hubley wrote: > Ok, call me stupid, but I don't understand the command line at the > bottom... I've used sourceforge before and only had to click the > download button. Where do I type that command line in? And how do I > know what the module is called? > > -----Original Message----- > From: sc2...@li... > [mailto:sc2...@li...] On Behalf Of Karl Bartel > Sent: Wednesday, August 21, 2002 6:39 AM > To: sc2...@li... > Subject: Re: [Sc2-devel] The process begins > > Hi Chad! > > >>Howdy all.... I'm a developer by trade for an IT consulting firm, so >>I know a little about various programming languages and >>methodologies... nothing "hard core" though. I think I'll mostly be >>lurking, but would like to start getting familiar with the code and >>learning things from it in my spare time.... >> >>ANYWAYS, is it just me or does http://cvs.sc2.sourceforge.net/ return >>a blank page? > > > It is a (nearly) blank page. > > >>How did you guys get the source code?? > > > cvs -z3 -d:pserver:ano...@cv...:/cvsroot/sc2 co > (modulename) > > Bye, > > -- Karl > |
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From: Dennis H. <den...@ca...> - 2002-08-21 19:38:08
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Ok, that helps out a lot actually... thanks. I guess I should introduce myself... I'm a developer by trade, and actually went to college for video games. I've been working on an OpenGL powered clone of Star Control for about 3 weeks when I found this project and decided it would be silly of me not to join on. I'm experienced in C++ and Windows development, so this cross-platform SDL stuff is new to me. I'll lurk in the background and help out on any tasks where my lack of SDL knowledge won't hinder me. -----Original Message----- From: sc2...@li... [mailto:sc2...@li...] On Behalf Of Karl Bartel Sent: Wednesday, August 21, 2002 2:31 PM To: sc2...@li... Subject: Re: [Sc2-devel] The process begins Hi! You need a program called CVS. There are some GUIs out there which you can use if you don't like the command line. I think you can find some more info on sourceforge. btw, the sc2 sourceforge site is: http://sourceforge.net/projects/sc2/ I hope this helps, -- Karl Dennis Hubley wrote: > Ok, call me stupid, but I don't understand the command line at the > bottom... I've used sourceforge before and only had to click the > download button. Where do I type that command line in? And how do I > know what the module is called? > > -----Original Message----- > From: sc2...@li... > [mailto:sc2...@li...] On Behalf Of Karl Bartel > Sent: Wednesday, August 21, 2002 6:39 AM > To: sc2...@li... > Subject: Re: [Sc2-devel] The process begins > > Hi Chad! > > >>Howdy all.... I'm a developer by trade for an IT consulting firm, so >>I know a little about various programming languages and >>methodologies... nothing "hard core" though. I think I'll mostly be >>lurking, but would like to start getting familiar with the code and >>learning things from it in my spare time.... >> >>ANYWAYS, is it just me or does http://cvs.sc2.sourceforge.net/ return >>a blank page? > > > It is a (nearly) blank page. > > >>How did you guys get the source code?? > > > cvs -z3 -d:pserver:ano...@cv...:/cvsroot/sc2 co > (modulename) > > Bye, > > -- Karl > ------------------------------------------------------- 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=sourceforge1&refcode1=vs3390 _______________________________________________ Sc2-devel mailing list Sc2...@li... https://lists.sourceforge.net/lists/listinfo/sc2-devel |