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Re: RFS: 0ad



On Sun, Apr 3, 2011 at 11:00 AM, Karl Goetz <karl@kgoetz.id.au> wrote:
> On Sat, 2 Apr 2011 21:59:59 -0700
> I've left all the CCs in; should they all be maintained, or can some be
> dropped?
>
> [...]
> ./binaries/data/tests/collada/sphere.pmd
>  - its a data file, and i can't see a free software tool to open this.

It's the game's custom format for mesh data
(http://trac.wildfiregames.com/wiki/PMD_File_Format).

(Old models only exist in .pmd format. New models exist in editable
Collada (.dae) format in SVN, and the game automatically converts and
caches as .pmd for more efficient loading. That particular
tests/collada/sphere.pmd file is just used for tests of the cache
loading code - the other .pmd files are inside public.zip.)

> ./libraries/spidermonkey-tip/src/js.mdp
>  - its a data file, and i can't see a free software tool to open this.

It'd be best for the game to not bundle a copy of SpiderMonkey (so
this becomes somebody else's problem). I think that should be possible
now, since https://bugzilla.mozilla.org/show_bug.cgi?id=628723 gives a
relatively stable modern version - just need to do a bit of work to
port the game to the latest version of the API. I can probably get
that done for the next alpha release of the game.

> ./binaries/data/tools/fontbuilder/fonts/*
>  - this doesn't appear in d/copyright; because they're not installed
> from here?
>  - i note that there is a comment in there to this effect "The
> Converted... fonts were produced by opening the originals in FontForge
> 20090923, changing the names, and exporting as TrueType.". problem for
> debian?

Those files aren't used in the build or installation at all, they're
just used by an offline tool that converts them to PNGs (so it was
convenient to keep the original font files in SVN and they're not
explicitly excluded from the release tarballs).

> ./binaries/data/mods/public/public.zip
>  - is this meant to be sitting around as a zip, or extracted by
> something at unpack? Could this be related to the lack of files in
> binaries/data/mods/ ? The copyright file says there is an art/ and an
> audio/ dir in there.

It's meant to be installed as a zip (kind of like Quake's PK3 files).
The game's LICENSE.txt file refers to paths in SVN (where they're not
in a zip). The release-building process finds all the files in
binaries/data/mods/public/, does some format conversions (PNG -> DDS
etc), then saves everything into public.zip. Any suggestions on how to
state the copyright status more clearly?

> ./libraries/fcollada/src/FCollada/FColladaTest/Samples/Copyright.txt
> ./libraries/fcollada/src/FCollada/FColladaTest/Samples/Eagle.DAE
>  - according to the Copyright file, Eagle.DAE is non-free.

It'd be best for the game to not bundle a copy of FCollada. See
http://trac.wildfiregames.com/ticket/562 - I don't know how long it's
likely to be before that's integrated and working, though.

In the meantime, it's safe to delete those files from a release (since
the FCollada tests don't get run automatically; they're only useful
when people are developing FCollada itself).

-- 
Philip Taylor
excors@gmail.com


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