On Sun, 3 Apr 2011 12:08:39 +0100 Philip Taylor <excors@gmail.com> wrote: > 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.) So it can be modified by the game/related tools? > > ./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 This would be best. > 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. Vincent, how do you feel about ITPing that too? > > ./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). Are these the original? the comment implies they are not. > > ./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 This is probably where the problem in debian/copyright comes from then. > 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? Not sure; mentors, is there a best way for this? > > ./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). Any chance you could stop shipping the DAE file? otherwise debian will have to repack the tarball. thanks, kk -- Karl Goetz, (Kamping_Kaiser / VK5FOSS) Debian contributor / gNewSense Maintainer http://www.kgoetz.id.au No, I won't join your social networking group
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