<br><br><div class="gmail_quote">On Mon, Apr 4, 2011 at 5:43 AM, Karl Goetz <span dir="ltr"><<a href="mailto:karl@kgoetz.id.au">karl@kgoetz.id.au</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<div class="im">On Sun, 3 Apr 2011 12:08:39 +0100<br>
Philip Taylor <<a href="mailto:excors@gmail.com">excors@gmail.com</a>> wrote:<br>
<br>
> On Sun, Apr 3, 2011 at 11:00 AM, Karl Goetz <<a href="mailto:karl@kgoetz.id.au">karl@kgoetz.id.au</a>> wrote:<br>
> > On Sat, 2 Apr 2011 21:59:59 -0700<br>
> > I've left all the CCs in; should they all be maintained, or can<br>
> > some be dropped?<br>
> ><br>
> > [...]<br>
> > ./binaries/data/tests/collada/sphere.pmd<br>
> > - its a data file, and i can't see a free software tool to open<br>
> > this.<br>
><br>
> It's the game's custom format for mesh data<br>
> (<a href="http://trac.wildfiregames.com/wiki/PMD_File_Format" target="_blank">http://trac.wildfiregames.com/wiki/PMD_File_Format</a>).<br>
><br>
> (Old models only exist in .pmd format. New models exist in editable<br>
> Collada (.dae) format in SVN, and the game automatically converts and<br>
> caches as .pmd for more efficient loading. That particular<br>
> tests/collada/sphere.pmd file is just used for tests of the cache<br>
> loading code - the other .pmd files are inside public.zip.)<br>
<br>
</div>So it can be modified by the game/related tools?<br>
<div class="im"><br>
> > ./libraries/spidermonkey-tip/src/js.mdp<br>
> > - its a data file, and i can't see a free software tool to open<br>
> > this.<br>
><br>
> It'd be best for the game to not bundle a copy of SpiderMonkey (so<br>
> this becomes somebody else's problem). I think that should be possible<br>
<br>
</div>This would be best.<br>
<div class="im"><br>
> now, since <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=628723" target="_blank">https://bugzilla.mozilla.org/show_bug.cgi?id=628723</a> gives a<br>
> relatively stable modern version - just need to do a bit of work to<br>
> port the game to the latest version of the API. I can probably get<br>
> that done for the next alpha release of the game.<br>
<br>
</div>Vincent, how do you feel about ITPing that too?<br>
<div class="im"><br></div></blockquote><div>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).</div>
<div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div class="im">
> > ./binaries/data/tools/fontbuilder/fonts/*<br>
> > - this doesn't appear in d/copyright; because they're not installed<br>
> > from here?<br>
> > - i note that there is a comment in there to this effect "The<br>
> > Converted... fonts were produced by opening the originals in<br>
> > FontForge 20090923, changing the names, and exporting as<br>
> > TrueType.". problem for debian?<br>
><br>
> Those files aren't used in the build or installation at all, they're<br>
> just used by an offline tool that converts them to PNGs (so it was<br>
> convenient to keep the original font files in SVN and they're not<br>
> explicitly excluded from the release tarballs).<br>
<br>
</div>Are these the original? the comment implies they are not.<br>
<div class="im"><br>
> > ./binaries/data/mods/public/public.zip<br>
> > - is this meant to be sitting around as a zip, or extracted by<br>
> > something at unpack? Could this be related to the lack of files in<br>
> > binaries/data/mods/ ? The copyright file says there is an art/ and<br>
> > an audio/ dir in there.<br>
><br>
> It's meant to be installed as a zip (kind of like Quake's PK3 files).<br>
> The game's LICENSE.txt file refers to paths in SVN (where they're not<br>
<br>
</div>This is probably where the problem in debian/copyright comes from then.<br>
<div class="im"><br></div></blockquote><div>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?</div>
<div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div class="im">
> in a zip). The release-building process finds all the files in<br>
> binaries/data/mods/public/, does some format conversions (PNG -> DDS<br>
> etc), then saves everything into public.zip. Any suggestions on how to<br>
> state the copyright status more clearly?<br>
<br>
</div>Not sure; mentors, is there a best way for this?<br>
<div class="im"><br>
> > ./libraries/fcollada/src/FCollada/FColladaTest/Samples/Copyright.txt<br>
> > ./libraries/fcollada/src/FCollada/FColladaTest/Samples/Eagle.DAE<br>
> > - according to the Copyright file, Eagle.DAE is non-free.<br>
><br>
> It'd be best for the game to not bundle a copy of FCollada. See<br>
> <a href="http://trac.wildfiregames.com/ticket/562" target="_blank">http://trac.wildfiregames.com/ticket/562</a> - I don't know how long it's<br>
> likely to be before that's integrated and working, though.<br>
><br>
> In the meantime, it's safe to delete those files from a release (since<br>
> the FCollada tests don't get run automatically; they're only useful<br>
> when people are developing FCollada itself).<br>
<br>
</div>Any chance you could stop shipping the DAE file? otherwise debian will<br>
have to repack the tarball.<br>
<div><div></div><div class="h5">thanks,<br>
kk<br>
<br><br>
</div></div></blockquote></div><br><div>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.</div>
<div><br></div><div>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.</div>
<div><br></div><div>- Vincent</div>