RFS: 0ad

Vincent Cheng vincentc1208 at gmail.com
Tue Apr 5 05:15:56 UTC 2011


On Mon, Apr 4, 2011 at 5:43 AM, Karl Goetz <karl at kgoetz.id.au> wrote:

> On Sun, 3 Apr 2011 12:08:39 +0100
> Philip Taylor <excors at gmail.com> wrote:
>
> > On Sun, Apr 3, 2011 at 11:00 AM, Karl Goetz <karl at 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?
>
> Isn't spidermonkey already available in Debian? If possible, I would rather
avoid filing an ITP; rather, I'd prefer including libmozjs-dev as a build
dependency for 0 A.D (and work with the Debian Mozilla crew if any changes
have to be made to libmozjs in order for 0 A.D. to get along with it).


> > > ./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.
>
> 0 A.D. runs fine with public.zip installed as a zip, so I'm assuming that
there's no need to unzip it prior to packaging and installing it. Do I have
to account for all the contents of the zip in debian/copyright, and if so,
how would I go about doing that?


> > 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
>
>
>
Actually, I have to repack the tarball anyways in order to have 0ad and
0ad-data build from the same source package, although they're offered as 2
separate source packages upstream.

Also, since fcollada tests aren't run automatically, should i simply just
remove those files from my source tarball (along with dbghelp)? I don't want
to have to modify the source tarball too much, but it is simply much easier
than trying to make sure that every potential copyright/licensing issue is
adressed.

- Vincent
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