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Messages - cazfi

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1
Coding / Re: Fullmoon build of Alien Invasion
« on: October 16, 2011, 10:46:13 pm »
Ok, I were just stupid in binutils-dev issue. AI compiles fine without it, but that's only because configure -script disables features it's required for if it's missing.

About produced debian packets depending nvidia-glx if it's present at build time, here is control information from such packets.

ufoai_2.4-dev_amd64.deb:
Code: [Select]
Package: ufoai
Version: 2.4-dev
Architecture: amd64
Maintainer: UFOAI Team <tlh2000@users.sourceforge.net>
Installed-Size: 1039251
Depends: libc6 (>= 2.3), libcurl3 (>= 7.16.2-1), libgl1-mesa-glx | libgl1, libjpeg8 (>= 8c), libmxml1, libogg0 (>= 1.0rc3), libpng12-0 (>= 1.2.13-4), libsdl-image1.2 (>= 1.2.10), libsdl-mixer1.2 (>= 1.2.6), libsdl-ttf2.0-0, libsdl1.2debian (>= 1.2.10-1), libtheora0 (>= 0.0.0.alpha7.dfsg), libvorbis0a (>= 1.1.2), zlib1g (>= 1:1.2.0), ttf-freefont, ttf-dejavu, ttf-thai-tlwg, ttf-wqy-zenhei, ttf-unfonts-core, ttf-unfonts-extra, ttf-umefont
Suggests: blender, ufoai-uforadiant
Conflicts: ufoai-data, ufoai-server
Section: games
Priority: optional
Homepage: http://ufoai.sf.net
Description: UFO: Alien Invasion - build your team and stop the aliens
 "UFO: Alien Invasion" is a game inspired by the XCOM "UFO" series.
 .
 As manager of an international military force dedicated to stop the
 Alien Invasion, you prepare your soldiers and attack the aliens on
 various sites on the Earth.
 .
 A multiplayer mode is also available.

ufoai-server_2.4-dev_amd64.deb:
Code: [Select]
Package: ufoai-server
Source: ufoai
Version: 2.4-dev
Architecture: amd64
Maintainer: UFOAI Team <tlh2000@users.sourceforge.net>
Installed-Size: 403217
Depends: libc6 (>= 2.3), libcurl3 (>= 7.16.2-1), libjpeg8 (>= 8c), libpng12-0 (>= 1.2.13-4), libsdl-image1.2 (>= 1.2.10), libsdl1.2debian (>= 1.2.10-1), zlib1g (>= 1:1.1.4)
Conflicts: ufoai, ufoai-server-data
Section: games
Priority: optional
Homepage: http://ufoai.sf.net
Description: UFO: Alien Invasion - standalone game server
 "UFO: Alien Invasion" is a game inspired by the XCOM "UFO" series.
 .
 This package includes the standalone game server.
 It is only needed if you want to setup a permanent game server.

ufoai-uforadiant_2.4-dev_amd64.deb:
Code: [Select]
Package: ufoai-uforadiant
Source: ufoai
Version: 2.4-dev
Architecture: amd64
Maintainer: UFOAI Team <tlh2000@users.sourceforge.net>
Installed-Size: 98717
Depends: libatk1.0-0 (>= 1.12.4), libc6 (>= 2.3), libcairo2 (>= 1.2.4), libfontconfig1 (>= 2.8.0), libfreetype6 (>= 2.2.1), libgcc1 (>= 1:4.1.1), libgdk-pixbuf2.0-0 (>= 2.22.0), libgl1-mesa-glx | libgl1, libglib2.0-0 (>= 2.24.0), libglu1-mesa | libglu1, libgtk2.0-0 (>= 2.14.0), libgtkglext1, libgtksourceview2.0-0 (>= 2.10.0), libice6 (>= 1:1.0.0), libogg0 (>= 1.0rc3), libopenal1, libpango1.0-0 (>= 1.14.0), libsm6, libstdc++6 (>= 4.6), libvorbis0a (>= 1.1.2), libvorbisfile3 (>= 1.1.2), libx11-6, libxml2 (>= 2.7.4), libxmu6, libxt6, zlib1g (>= 1:1.1.4)
Conflicts: ufoai-radiant, ufoai-tools
Section: games
Priority: optional
Homepage: http://ufoai.sf.net
Description: UFO: Alien Invasion - map-building tool
 "UFO: Alien Invasion" is a game inspired by the XCOM "UFO" series.
 .
 This package includes the map-building tool UFORadiant. It's based on
 GTKRadiant 1.5.

2
Coding / Re: librea
« on: September 12, 2011, 10:19:40 pm »
At least I maneged to launch the librea project by creating svn repository for it and writing a couple of lines of code. I'm currently involved in quite many projects meaning each single project gets only little of my attention. Don't expect librea to be anything useful in short term (If we are lucky I can concentrate to it a bit during first half of 2012). By useful I mean API stable enough to build anything top of (you don't want your software the break every other night simply because API of dependency library changes in a incompatible way) Anyway, homepage for project is http://www.cazfi.net/librea/

3
Coding / Re: Fullmoon build of Alien Invasion
« on: September 12, 2011, 10:12:26 pm »
Yeah, debian packaging does that search for linked libraries automatically, but I still don't get it why is AI linked against libgl/libglx.so if it's not needed. Sounds like a bug somewhere (not necessarily in AI) Do you have any more already researched information available offhand, or should I investigate this myself? Maybe I'll setup some virtual machines with absolutely minimum and somewhat polluted environments for test builds.

So far I have been producing packets just to test the build system - resulting packets have been simply discarded. But if you have any use for such occasional packets, I can of course provide them for download. Due to capacity problems I can host any such packet only temporarily (~48h) - you need to download them and host yourself somewhere.

4
Coding / Re: Fullmoon build of Alien Invasion
« on: September 08, 2011, 09:47:47 pm »
because ati users don't want the nvidia-glx package
Well, nothing forces them to install it even if it's not declared outright illegal thing to have while compiling Alien Invasion. I have nvidia card (and I have failed to get open source driver to work well enough, so am forced to use proprietary nvidia-glx) and I too want to compile Alien Invasion. Note that this Build-Conflicts is affecting packet building process only anyway - it's not affecting installation of those packets.

I removed both "Build-Conflicts: nvidia-glx" and "Build-Depends: binutils-dev" and debian packets seemed to build all right. Don't know what explains how missing binutils-dev had no consequences if it really is needed as you say.

One interesting thing is that you really have to use "make deb" as your build instructions say. Generic debian packet building method "dpkg-buildpackage -rfakeroot" failed due to missing Makefile (existing one got removed and there was no new one generated)

5
Coding / Re: Fullmoon build of Alien Invasion
« on: September 08, 2011, 01:02:31 pm »
Turns out that debian packet build conflict not was about dependencies, but build of AI itself is set to conflict with nvidia-glx. I don't really see why should presence of nvidia-glx package prevent building of AI packages.
At least configure&make build has worked all right with nvidia-glx present. I'll later test debian packet build with simply build conflict definition removed - can't do just now due to other dependency problems (cannot install binutils-dev from repository as binutils itself is incompatible version - AI seems to be first project I'm building that requires binutils-dev)

6
Coding / librea
« on: September 08, 2011, 12:10:59 pm »
 Another way I may help Alien Invasion are character names.

 My wife is name expert, I don't mean only knowing what names really mean, but she has also been developing models how name fashions develop etc.

All this is in very early planning stage, but for some time I have been considering starting project called librea, library which would provide API for getting random names for game characters.

Anyway, even if we ignore librea for now, we may improve just name lists game uses. I just asked my wie if she would like to forecast what names are common in 2084 with specific history between now and then. Well, half an hour later she come back with list of most common forenames in English speaking world 2084 (most of them rediscovered from the end of 20th century due to cyclic nature of name fashions, with some completely new ones. Also, names that are "same" as current ones, are written a bit different way)

What's your opinion about proceeding with this? Do you consider your current system good enough so that it should not be touched at all, or would you accept contributions to this area?

7
Coding / Fullmoon build of Alien Invasion
« on: September 08, 2011, 11:52:37 am »
In Open Source community I have been most active in Freeciv ( http://www.freeciv.org/ ) development, but I also run a couple of one-man-projects, and have made minor contributions to other projects. One of the projects of my own is fullmoon ( http://www.cazfi.net/fullmoon/ ) build tool for linux.

I'm now adding Aline Invasion build as "test case" (lives in "examples" -directory) for fullmoon. I hope that my efforts on that front will also benefit Alien Invasion project quality. I'm not proposing that you start using fullmoon at this point, but as I myself test how it works with various projects I've often discovered issues in those projects.

The only thing I've encountered so far was that when fullmoon first automatically selected debian packet building mode (I've since forced it to make configure/make build only), dependencies failed to install because of conflicting packet already in system. I'll come back with the details when I have opportunity to reproduce this. I assume that you are depending in some specific package when you should depend on virtual package provided by several different real packages.

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