From chris.stone at gmail.com Thu Apr 13 22:29:45 2006 From: chris.stone at gmail.com (Christopher Stone) Date: Thu, 13 Apr 2006 15:29:45 -0700 Subject: Games Not Showing Up in Pirut Message-ID: I have noticed that when browsing software with pirut, selecting Applications/Games & Entertainment only lists a handful of all the games that are available. Are we doing something wrong, or is pirut at fault? For example, abe is listed under Games & Entertainment while worminator is not. Both packages belong to the same group so I do not understand why pirut is being selective about which games it lists. If you use the List view in pirut, I think all the available games are listed there. From wart at kobold.org Thu Apr 13 22:45:59 2006 From: wart at kobold.org (Michael Thomas) Date: Thu, 13 Apr 2006 15:45:59 -0700 Subject: Games Not Showing Up in Pirut In-Reply-To: References: Message-ID: <443ED4A7.7080000@kobold.org> Christopher Stone wrote: > I have noticed that when browsing software with pirut, selecting > Applications/Games & Entertainment only lists a handful of all the > games that are available. > > Are we doing something wrong, or is pirut at fault? For example, abe > is listed under Games & Entertainment while worminator is not. Both > packages belong to the same group so I do not understand why pirut is > being selective about which games it lists. > > If you use the List view in pirut, I think all the available games are > listed there. The problem isn't specific to pirut. pirut uses yum to generate the packages lists. I believe that yum uses the comps file to categorize the packages. But worminator has been in the comps file for a month, so I don't know why it doesn't show up. You can reproduce the problem with the 'yum groupinfo' command: # yum groupinfo games --Wart -------------- next part -------------- A non-text attachment was scrubbed... Name: smime.p7s Type: application/x-pkcs7-signature Size: 3820 bytes Desc: S/MIME Cryptographic Signature URL: From wart at kobold.org Fri Apr 14 19:02:52 2006 From: wart at kobold.org (Michael Thomas) Date: Fri, 14 Apr 2006 12:02:52 -0700 Subject: Save games Message-ID: <443FF1DC.3070304@kobold.org> Many of the current single-player games (ularn, rogue) let the user save the game state so that they can come back to it later. These save files are stored in the user's home directory. Clever users could use a binary editor to modify the save files to cheat at the game (increasing money, player stats, etc.) to increase their position in the shared scoreboard files. non-clever users could simply backup the save files to restore the game after they die. What strategies could be used to prevent this sort of cheating? Should save files be moved into a shared directory, owned by root.games, so that user's can't edit them? Or is the impact of this cheating so minor that it's not worth worrying about? --Wart -------------- next part -------------- A non-text attachment was scrubbed... Name: smime.p7s Type: application/x-pkcs7-signature Size: 3820 bytes Desc: S/MIME Cryptographic Signature URL: From tibbs at math.uh.edu Fri Apr 14 23:36:17 2006 From: tibbs at math.uh.edu (Jason L Tibbitts III) Date: Fri, 14 Apr 2006 18:36:17 -0500 Subject: Save games In-Reply-To: <443FF1DC.3070304@kobold.org> (Michael Thomas's message of "Fri, 14 Apr 2006 12:02:52 -0700") References: <443FF1DC.3070304@kobold.org> Message-ID: >>>>> "MT" == Michael Thomas writes: MT> What strategies could be used to prevent this sort of cheating? MT> Should save files be moved into a shared directory, owned by MT> root.games, so that user's can't edit them? In the old days that's how things worked, but these days I don't think it's a really good idea. The general case is one user per machine. If somehow obtaining "group games" access was considered to be something other than a security exploit then I wouldn't care. These days I wonder if its even worth doing the setgid games thing for high scores. - J< From vic_sk at yahoo.com Sat Apr 15 20:47:02 2006 From: vic_sk at yahoo.com (Victor Skovorodnikov) Date: Sat, 15 Apr 2006 13:47:02 -0700 (PDT) Subject: Fedora's Games Message-ID: <20060415204702.39684.qmail@web32614.mail.mud.yahoo.com> Hi, I am currently developing a 2D shooter game called "Maximum Destruction". I am in the process of obtaining a license from an original developer of images from Star Control 2 game. Once I get the license and polish up my game, it will be ready for packaging in Fedora's "extras". The game can be reviewed/downloaded at: www.victorsk.webhop.org I welcome any feedback on how to improve/extend it's playability. Thank you, Victor. --------------------------------- New Yahoo! Messenger with Voice. Call regular phones from your PC and save big. -------------- next part -------------- An HTML attachment was scrubbed... URL: From wart at kobold.org Mon Apr 17 18:22:02 2006 From: wart at kobold.org (Michael Thomas) Date: Mon, 17 Apr 2006 11:22:02 -0700 Subject: bsd-games volunteers? Message-ID: <4443DCCA.907@kobold.org> I've been working on packaging bsd-games, a collection of rather dated text-based games. Due to the large number of games in the package, it's taken a while to clean this one up. Specifically, the games 'sail' and 'phantasia' need to be audited to try to reduce the amount of code that gets run setgid. https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=187964 I'll continue to work on this package, but any help with 'sail' and/or 'phantasia' will speed up the process. Thanks, --Wart -------------- next part -------------- A non-text attachment was scrubbed... Name: smime.p7s Type: application/x-pkcs7-signature Size: 3820 bytes Desc: S/MIME Cryptographic Signature URL: From wart at kobold.org Mon Apr 17 19:08:01 2006 From: wart at kobold.org (Michael Thomas) Date: Mon, 17 Apr 2006 12:08:01 -0700 Subject: Save games In-Reply-To: References: <443FF1DC.3070304@kobold.org> Message-ID: <4443E791.3040800@kobold.org> Jason L Tibbitts III wrote: >>>>>>"MT" == Michael Thomas writes: > > > MT> What strategies could be used to prevent this sort of cheating? > MT> Should save files be moved into a shared directory, owned by > MT> root.games, so that user's can't edit them? > > In the old days that's how things worked, but these days I don't think > it's a really good idea. The general case is one user per machine. > > If somehow obtaining "group games" access was considered to be > something other than a security exploit then I wouldn't care. These > days I wonder if its even worth doing the setgid games thing for high > scores. It's probably not as common these days as it was 10 years ago to have multiple users per machine, but it's still something we should cater to. However, the cheating issue is probably not too important because, after all, these are single-player games, and the worse case is that you dominate the scoreboard file. I guess it would be more of an issue for multiplayer games since a modified save file could affect other players in the game. --Wart -------------- next part -------------- A non-text attachment was scrubbed... Name: smime.p7s Type: application/x-pkcs7-signature Size: 3820 bytes Desc: S/MIME Cryptographic Signature URL: From tibbs at math.uh.edu Mon Apr 17 19:28:38 2006 From: tibbs at math.uh.edu (Jason L Tibbitts III) Date: Mon, 17 Apr 2006 14:28:38 -0500 Subject: Save games In-Reply-To: <4443E791.3040800@kobold.org> (Michael Thomas's message of "Mon, 17 Apr 2006 12:08:01 -0700") References: <443FF1DC.3070304@kobold.org> <4443E791.3040800@kobold.org> Message-ID: >>>>> "MT" == Michael Thomas writes: MT> It's probably not as common these days as it was 10 years ago to MT> have multiple users per machine, but it's still something we MT> should cater to. The problem is that "user can gain group games membership" and "user can mess with the high score tables" both show up as security vulnerabilities. Frankly I don't see that any use of setgid games is worth the trouble. - J< From vic_sk at yahoo.com Mon Apr 17 19:54:19 2006 From: vic_sk at yahoo.com (Victor Skovorodnikov) Date: Mon, 17 Apr 2006 12:54:19 -0700 (PDT) Subject: My game's feedback In-Reply-To: <4443E791.3040800@kobold.org> Message-ID: <20060417195419.56446.qmail@web32607.mail.mud.yahoo.com> Hi folks, I am, what could be considered as, in development of a game that I am planning to submit to Fedora's "extras" section. I am really not much of a gamer so I am not sure what the gamers' expectations of a good games are. This is a 2D shooter, and probably games need lot's of explosions and most are preferred to have shooting in them. I will very much appreciate if you would kindly, if you have time, try out my game called "Maximum Destruction" and provide any feedback you may have on how to improve it, while I am trying to resolve the images licensing issues. The game is on my site at: http://www.victorsk.webhop.org Any suggestions on the game's content or on how to improve will be greatly appreciated. Or, if you would like to participate in the development of this game or would like me to participate in the development of other games, please let me know. Thank you very much, Victor. Michael Thomas wrote: Jason L Tibbitts III wrote: >>>>>>"MT" == Michael Thomas writes: > > > MT> What strategies could be used to prevent this sort of cheating? > MT> Should save files be moved into a shared directory, owned by > MT> root.games, so that user's can't edit them? > > In the old days that's how things worked, but these days I don't think > it's a really good idea. The general case is one user per machine. > > If somehow obtaining "group games" access was considered to be > something other than a security exploit then I wouldn't care. These > days I wonder if its even worth doing the setgid games thing for high > scores. It's probably not as common these days as it was 10 years ago to have multiple users per machine, but it's still something we should cater to. However, the cheating issue is probably not too important because, after all, these are single-player games, and the worse case is that you dominate the scoreboard file. I guess it would be more of an issue for multiplayer games since a modified save file could affect other players in the game. --Wart _______________________________________________ Fedora-games-list mailing list Fedora-games-list at redhat.com http://www.redhat.com/mailman/listinfo/fedora-games-list --------------------------------- Talk is cheap. Use Yahoo! Messenger to make PC-to-Phone calls. Great rates starting at 1¢/min. -------------- next part -------------- An HTML attachment was scrubbed... URL: From wart at kobold.org Mon Apr 17 20:12:26 2006 From: wart at kobold.org (Wart) Date: Mon, 17 Apr 2006 13:12:26 -0700 Subject: My game's feedback In-Reply-To: <20060417195419.56446.qmail@web32607.mail.mud.yahoo.com> References: <20060417195419.56446.qmail@web32607.mail.mud.yahoo.com> Message-ID: <4443F6AA.4080703@kobold.org> Hi Victor, Have you started making a srpm for the game yet, or are you still concentrating on the software itself? --Mike Victor Skovorodnikov wrote: > Hi folks, > > I am, what could be considered as, in development of a game that I am planning to submit to Fedora's "extras" section. I am really not much of a gamer so I am not sure what the gamers' expectations of a good games are. This is a 2D shooter, and probably games need lot's of explosions and most are preferred to have shooting in them. > > I will very much appreciate if you would kindly, if you have time, try out my game called "Maximum Destruction" and provide any feedback you may have on how to improve it, while I am trying to resolve the images licensing issues. > > The game is on my site at: > > http://www.victorsk.webhop.org > > Any suggestions on the game's content or on how to improve will be greatly appreciated. Or, if you would like to participate in the development of this game or would like me to participate in the development of other games, please let me know. > > Thank you very much, > Victor. From vic_sk at yahoo.com Mon Apr 17 20:23:11 2006 From: vic_sk at yahoo.com (Victor Skovorodnikov) Date: Mon, 17 Apr 2006 13:23:11 -0700 (PDT) Subject: My game's feedback In-Reply-To: <4443F6AA.4080703@kobold.org> Message-ID: <20060417202311.37780.qmail@web32614.mail.mud.yahoo.com> Hi Mike, Thank you for replying. Nope, I haven't went this far yet. My main objective right now is to resolve the licensing issues and make sure that the game works the right way. Plus, it also needs to be mutated into a C++ code and I need to find a way to attach wxWidgets menus/preferences to it. But, the core playable portion is working :-) Thanks, Victor. Wart wrote: Hi Victor, Have you started making a srpm for the game yet, or are you still concentrating on the software itself? --Mike Victor Skovorodnikov wrote: > Hi folks, > > I am, what could be considered as, in development of a game that I am planning to submit to Fedora's "extras" section. I am really not much of a gamer so I am not sure what the gamers' expectations of a good games are. This is a 2D shooter, and probably games need lot's of explosions and most are preferred to have shooting in them. > > I will very much appreciate if you would kindly, if you have time, try out my game called "Maximum Destruction" and provide any feedback you may have on how to improve it, while I am trying to resolve the images licensing issues. > > The game is on my site at: > > http://www.victorsk.webhop.org > > Any suggestions on the game's content or on how to improve will be greatly appreciated. Or, if you would like to participate in the development of this game or would like me to participate in the development of other games, please let me know. > > Thank you very much, > Victor. _______________________________________________ Fedora-games-list mailing list Fedora-games-list at redhat.com http://www.redhat.com/mailman/listinfo/fedora-games-list --------------------------------- Blab-away for as little as 1?/min. Make PC-to-Phone Calls using Yahoo! Messenger with Voice. -------------- next part -------------- An HTML attachment was scrubbed... URL: From j.w.r.degoede at hhs.nl Mon Apr 17 20:45:38 2006 From: j.w.r.degoede at hhs.nl (Hans de Goede) Date: Mon, 17 Apr 2006 22:45:38 +0200 Subject: Save games In-Reply-To: References: <443FF1DC.3070304@kobold.org> <4443E791.3040800@kobold.org> Message-ID: <4443FE72.8020305@hhs.nl> Jason L Tibbitts III wrote: >>>>>> "MT" == Michael Thomas writes: > > MT> It's probably not as common these days as it was 10 years ago to > MT> have multiple users per machine, but it's still something we > MT> should cater to. > > The problem is that "user can gain group games membership" and "user > can mess with the high score tables" both show up as security > vulnerabilities. Frankly I don't see that any use of setgid games is > worth the trouble. > Erm, I dunno the way we do things currently is: -first thing in main -open shared highscore file r+ -drop sgid games rights Means that it is impossible for a user to get group games mambership. Now if user can find a security hole (and I'm sure they can) then the most damage they could do is: -corrupt the shared scorefile in such a way that when another user starts the game it does something which the attacker wants with the rights of the other user. So yes we have a real problem here, but if we make sure that the highscore reading functions do proper input checking, which should be relativly easy, were not talking advanced math here, just a highscore table, then the worst a user could do is: -fill /var/games with a huge file, causing diskspace problems in a way he normally can't. Which can easily be fixed on a system using quotasm by setting a quota for the games group. And on systems not using quotas this is irrelevant. Regards, Hans From wart at kobold.org Mon Apr 17 21:18:52 2006 From: wart at kobold.org (Michael Thomas) Date: Mon, 17 Apr 2006 14:18:52 -0700 Subject: My game's feedback In-Reply-To: <20060417202311.37780.qmail@web32614.mail.mud.yahoo.com> References: <20060417202311.37780.qmail@web32614.mail.mud.yahoo.com> Message-ID: <4444063C.80400@kobold.org> Hi Victor, I won't be able to run it until after work, but it compiles cleanly on FC-5 i386. It fails to build on FC-4 x86_64 with the following error: $ cc invaders.c -o invaders `imlib2-config --cflags` `imlib2-config --libs` `allegro-config --libs` 2>&1 | tee build.log /usr/lib64/liballeg-4.0.3.so: undefined reference to `_mangled_main_address' collect2: ld returned 1 exit status --Mike Victor Skovorodnikov wrote: > Hi Mike, > > Thank you for replying. Nope, I haven't went this far yet. My main objective right now is to resolve the licensing issues and make sure that the game works the right way. Plus, it also needs to be mutated into a C++ code and I need to find a way to attach wxWidgets menus/preferences to it. > > But, the core playable portion is working :-) > > Thanks, > Victor. > > Wart wrote: Hi Victor, > > Have you started making a srpm for the game yet, or are you still > concentrating on the software itself? > > --Mike > > Victor Skovorodnikov wrote: > >>Hi folks, >> >>I am, what could be considered as, in development of a game that I am planning to submit to Fedora's "extras" section. I am really not much of a gamer so I am not sure what the gamers' expectations of a good games are. This is a 2D shooter, and probably games need lot's of explosions and most are preferred to have shooting in them. >> >>I will very much appreciate if you would kindly, if you have time, try out my game called "Maximum Destruction" and provide any feedback you may have on how to improve it, while I am trying to resolve the images licensing issues. >> >> The game is on my site at: >> >> http://www.victorsk.webhop.org >> >>Any suggestions on the game's content or on how to improve will be greatly appreciated. Or, if you would like to participate in the development of this game or would like me to participate in the development of other games, please let me know. >> >> Thank you very much, >> Victor. > > > _______________________________________________ > Fedora-games-list mailing list > Fedora-games-list at redhat.com > http://www.redhat.com/mailman/listinfo/fedora-games-list > > > > --------------------------------- > Blab-away for as little as 1?/min. Make PC-to-Phone Calls using Yahoo! Messenger with Voice. > > > ------------------------------------------------------------------------ > > _______________________________________________ > Fedora-games-list mailing list > Fedora-games-list at redhat.com > http://www.redhat.com/mailman/listinfo/fedora-games-list -------------- next part -------------- A non-text attachment was scrubbed... Name: smime.p7s Type: application/x-pkcs7-signature Size: 3820 bytes Desc: S/MIME Cryptographic Signature URL: From wart at kobold.org Mon Apr 17 23:34:32 2006 From: wart at kobold.org (Michael Thomas) Date: Mon, 17 Apr 2006 16:34:32 -0700 Subject: [Fwd: Re: Comps, or, Making it Easier for Users to Find Software] Message-ID: <44442608.6050006@kobold.org> Forwarding this from f-e-l. Apologies if you have already read it. Jeremy has asked if anyone wants to help with a cvs submit filter for verifying the integrity of the comps-fe5.xml file. This should be simple enough with the 'xmlwf'. He's also asked if anyone wants to submit patches for yum so that we can install optional group packages more easily (most games fall under this category). Any takers? --Wart -------- Original Message -------- Subject: Re: Comps, or, Making it Easier for Users to Find Software Date: Mon, 17 Apr 2006 15:04:58 -0400 From: Jeremy Katz Reply-To: Discussion related to Fedora Extras To: Discussion related to Fedora Extras References: <1142054562.2915.4.camel at aglarond.local> <4442946A.40507 at kobold.org> <1145296661.26993.72.camel at orodruin.boston.redhat.com> <4443DC84.60706 at kobold.org> On Mon, 2006-04-17 at 11:20 -0700, Michael Thomas wrote: > Jeremy Katz wrote: > > On Sun, 2006-04-16 at 12:00 -0700, Wart wrote: > > One thing that would help is a script to be run as a pre-commit check to > > ensure the file is well-formed. > > I'll ask the SIG to see if we can come up with something. What are the > rules for pre-commit scripts in terms of languages, locations, > dependencies, etc.? Or is it enough to run xmlwf on the file? The XML file just needs to be well-formed. Eventually, translations will be getting merged in, but that's the "easy" part. And dependencies also don't need to be specified as those get resolved at runtime > >>Additionaly, it seems that the FE games are listed as 'optional' > >>packages in yum, which means that users can't use 'yum groupinstall > >>games' as a shortcut to get all of them. What determines if a package > >>is 'optional' or 'required'? Would it be possible to change it so that > >>users can get all of the games via 'yum groupinstall', either by > >>reclassifying the FE5 games as 'required', or by creating a new category > >>for these games? > > > > > > If a package is required, then the group isn't considered installed > > without the package being installed. You almost certainly don't want > > that behavior with all of the games :-) And I don't even think a > > separate category is really what's wanted. What problem are you trying > > to solve by installing all of the games?[1] > > The ultimate problem is that I'm trying to avoid doing any real work. > :) I'd like to be able to install all of the games with one command > after an initial system install, and later use one command to pull in > any new games that have since been added to the repo. Heh ;) > > Jeremy > > > > [1] Note, that it would be pretty easy to write the little tool using > > the yum interfaces that just installed all of the optional packages in a > > group. > > That's what I did for now, which is when I discovered that 'yum > groupinfo' didn't list them all. Perhaps there could be an option to > 'yum groupinstall' to install optional packages, such as > "yum --includeoptional groupinstall games". Yeah, I'm thinking that something like this is probably the best approach to the problem. It shouldn't be that hard to add support for both * yum groupinstall --alloptional foo and * yum groupinstall --requiredonly foo to yum. Anyone want to volunteer to write the patch? :-) Jeremy -- fedora-extras-list mailing list fedora-extras-list at redhat.com https://www.redhat.com/mailman/listinfo/fedora-extras-list -------------- next part -------------- A non-text attachment was scrubbed... Name: smime.p7s Type: application/x-pkcs7-signature Size: 3820 bytes Desc: S/MIME Cryptographic Signature URL: From mattdm at mattdm.org Tue Apr 18 02:40:58 2006 From: mattdm at mattdm.org (Matthew Miller) Date: Mon, 17 Apr 2006 22:40:58 -0400 Subject: Save games In-Reply-To: <4443E791.3040800@kobold.org> References: <443FF1DC.3070304@kobold.org> <4443E791.3040800@kobold.org> Message-ID: <20060418024058.GA10962@jadzia.bu.edu> On Mon, Apr 17, 2006 at 12:08:01PM -0700, Michael Thomas wrote: > It's probably not as common these days as it was 10 years ago to have > multiple users per machine, but it's still something we should cater to. Yes please. -- Matthew Miller mattdm at mattdm.org Boston University Linux ------> From wart at kobold.org Tue Apr 18 06:40:14 2006 From: wart at kobold.org (Wart) Date: Mon, 17 Apr 2006 23:40:14 -0700 Subject: non-desktop art? In-Reply-To: <444485A5.10602@nicubunu.ro> References: <44443443.3060205@kobold.org> <44444544.3000707@redhat.com> <444485A5.10602@nicubunu.ro> Message-ID: <444489CE.2010909@kobold.org> Cross-posting to f-g-l due to relevance: Nicu Buculei wrote: > M?ir?n Duffy wrote: > >> Michael Thomas wrote: >> >>> >>> Is there any interest from the Fedora art community in helping out with >>> artwork for some of the Fedora games? Or is that outside the charter of >>> this group? >> >> >> Do you mean the gnome games? What games are you talking about >> specifically? > > > Yesterday when i learned about the games SIG i was hit about an idea: is > some interest on personalizing the look of Gnome games? I realize this > is somewhat contrary to the desire of staying as close as possible to > upstream. > > I just started to feel the taste of modifying graphics on those games > with Gnome 2.14 which have my graphics as default in gnobots and my > playing cards on gnome-games-extras. > > Ideas for such personalization: > - a set of stones in Same Gnome featuring the infinity symbol from the > logo; > - the back of the playing cards being in Fedora's blue. I think this is a fine idea. From what I can tell, installing a new same-gnome theme is just a matter of dropping a new .png file into /usr/share/gnome-games/same-gnome/themes. Other gnome games are probably just as easy to re-theme. I can see two ways to add the additional themes. The preferred method would be to submit them upstream and get them included in the original upstream package. This would simplify the packaging and installation process greatly. If, for whatever reason, upstream is not receptive to adding new themes, then we can make a new 'gnome-games-themes' package that contains the new themes. The advantage of using a separate package is that new themes could be added without having to coordinate with upstream gnome-games releases. I would welcome new themes for these games and would be willing to help coordinate with upstream or package them separately as needed. --Wart From nicu_fedora at nicubunu.ro Tue Apr 18 08:34:41 2006 From: nicu_fedora at nicubunu.ro (Nicu Buculei) Date: Tue, 18 Apr 2006 11:34:41 +0300 Subject: non-desktop art? In-Reply-To: <444489CE.2010909@kobold.org> References: <44443443.3060205@kobold.org> <44444544.3000707@redhat.com> <444485A5.10602@nicubunu.ro> <444489CE.2010909@kobold.org> Message-ID: <4444A4A1.4000203@nicubunu.ro> Wart wrote: > Cross-posting to f-g-l due to relevance: I thought myself about cross-posting in the first place, sorry for not doing it :p > Nicu Buculei wrote: >> Ideas for such personalization: >> - a set of stones in Same Gnome featuring the infinity symbol from the >> logo; >> - the back of the playing cards being in Fedora's blue. > > I think this is a fine idea. From what I can tell, installing a new > same-gnome theme is just a matter of dropping a new .png file into > /usr/share/gnome-games/same-gnome/themes. Other gnome games are > probably just as easy to re-theme. Right, usually just dropping a PNG or SVG file. See a simple example: http://fedora.nicubunu.ro/games/same_fedora.svg (it have to be modified for final use, a little animation is needed). Just drop in the same-gnome themes directory. Or just look at the screenshot: http://fedora.nicubunu.ro/games/Screenshot-Same%20GNOME.png > I can see two ways to add the additional themes. The preferred method > would be to submit them upstream and get them included in the original > upstream package. This would simplify the packaging and installation > process greatly. I do not think is useful to send branded themes to upstream, almost sure they will not want to promote any specific distro. > I would welcome new themes for these games and would be willing to help > coordinate with upstream or package them separately as needed. I think i'm going now to do an animated version of the theme, just for my amusement :p -- nicu my hats collection: http://fedora.nicubunu.ro/hats/ Open Clip Art Library: http://www.openclipart.org my Fedora stuff: http://fedora.nicubunu.ro From nicu_fedora at nicubunu.ro Tue Apr 18 10:06:40 2006 From: nicu_fedora at nicubunu.ro (Nicu Buculei) Date: Tue, 18 Apr 2006 13:06:40 +0300 Subject: non-desktop art? In-Reply-To: <4444A4A1.4000203@nicubunu.ro> References: <44443443.3060205@kobold.org> <44444544.3000707@redhat.com> <444485A5.10602@nicubunu.ro> <444489CE.2010909@kobold.org> <4444A4A1.4000203@nicubunu.ro> Message-ID: <4444BA30.1060202@nicubunu.ro> Nicu Buculei wrote: > See a simple example: http://fedora.nicubunu.ro/games/same_fedora.svg > (it have to be modified for final use, a little animation is needed). [...] > > I think i'm going now to do an animated version of the theme, just for > my amusement :p I updated the SVG, now is animated. -- nicu my hats collection: http://fedora.nicubunu.ro/hats/ Open Clip Art Library: http://www.openclipart.org my Fedora stuff: http://fedora.nicubunu.ro From wart at kobold.org Tue Apr 18 14:27:05 2006 From: wart at kobold.org (Wart) Date: Tue, 18 Apr 2006 07:27:05 -0700 Subject: non-desktop art? In-Reply-To: <4444BA30.1060202@nicubunu.ro> References: <44443443.3060205@kobold.org> <44444544.3000707@redhat.com> <444485A5.10602@nicubunu.ro> <444489CE.2010909@kobold.org> <4444A4A1.4000203@nicubunu.ro> <4444BA30.1060202@nicubunu.ro> Message-ID: <4444F739.6090907@kobold.org> Nicu Buculei wrote: > Nicu Buculei wrote: > >> See a simple example: http://fedora.nicubunu.ro/games/same_fedora.svg >> (it have to be modified for final use, a little animation is needed). > > [...] > >> >> I think i'm going now to do an animated version of the theme, just for >> my amusement :p > > > I updated the SVG, now is animated. Very nice. Here is what I found about contributing these to upstream: http://www.gnome.org/projects/gnome-games/contributing.html It basically says to file a bug report in the Gnome bugzilla system: http://bugzilla.gnome.org/ Go ahead and do this. If they are not responsive or decide not to include your themes then let me know and we can work on a add-on theme package. Regards, --Wart From wart at kobold.org Wed Apr 19 00:32:49 2006 From: wart at kobold.org (Wart) Date: Tue, 18 Apr 2006 17:32:49 -0700 Subject: My game's feedback In-Reply-To: <20060417202311.37780.qmail@web32614.mail.mud.yahoo.com> References: <20060417202311.37780.qmail@web32614.mail.mud.yahoo.com> Message-ID: <44458531.3050302@kobold.org> Victor Skovorodnikov wrote: > Hi Mike, > > Thank you for replying. Nope, I haven't went this far yet. My main objective right now is to resolve the licensing issues and make sure that the game works the right way. Plus, it also needs to be mutated into a C++ code and I need to find a way to attach wxWidgets menus/preferences to it. > > But, the core playable portion is working :-) I had some trouble playing the game, mostly because the window size seems to be fixed at 900x700, which is larger than the 800x600 desktop I was using. Command line options to set the window size would be useful. It's also nice to have a -fullscreen option to fill the entire screen. There also seems to be a lot of flickering of the images on the screen as things get redrawn. You might check to see if you can optimize the screen refresh as things move aroun the screen. Hope this helps, --Mike > Thanks, > Victor. > > Wart wrote: Hi Victor, > > Have you started making a srpm for the game yet, or are you still > concentrating on the software itself? > > --Mike > > Victor Skovorodnikov wrote: > >>Hi folks, >> >>I am, what could be considered as, in development of a game that I am planning to submit to Fedora's "extras" section. I am really not much of a gamer so I am not sure what the gamers' expectations of a good games are. This is a 2D shooter, and probably games need lot's of explosions and most are preferred to have shooting in them. >> >>I will very much appreciate if you would kindly, if you have time, try out my game called "Maximum Destruction" and provide any feedback you may have on how to improve it, while I am trying to resolve the images licensing issues. >> >> The game is on my site at: >> >> http://www.victorsk.webhop.org >> >>Any suggestions on the game's content or on how to improve will be greatly appreciated. Or, if you would like to participate in the development of this game or would like me to participate in the development of other games, please let me know. >> >> Thank you very much, >> Victor. > > > _______________________________________________ > Fedora-games-list mailing list > Fedora-games-list at redhat.com > http://www.redhat.com/mailman/listinfo/fedora-games-list > > > > --------------------------------- > Blab-away for as little as 1?/min. Make PC-to-Phone Calls using Yahoo! Messenger with Voice. > > > ------------------------------------------------------------------------ > > _______________________________________________ > Fedora-games-list mailing list > Fedora-games-list at redhat.com > http://www.redhat.com/mailman/listinfo/fedora-games-list From vic_sk at yahoo.com Wed Apr 19 00:39:28 2006 From: vic_sk at yahoo.com (Victor Skovorodnikov) Date: Tue, 18 Apr 2006 17:39:28 -0700 (PDT) Subject: My game's feedback In-Reply-To: <44458531.3050302@kobold.org> Message-ID: <20060419003928.41825.qmail@web32612.mail.mud.yahoo.com> Hi Mike, Awesome feedback, thank you very much. Just exactly what I needed. Yes, screen flickering is something I've been working on recently as I am relying on a lot of XClearWindow() calls to redraw images. It didn't flicker as much on my end after I did some adjustments on my system but that's why it was important for me for someone else to try it out to get this feedback. I'll definitely make it work better. Thank you very much, Victor. Wart wrote: Victor Skovorodnikov wrote: > Hi Mike, > > Thank you for replying. Nope, I haven't went this far yet. My main objective right now is to resolve the licensing issues and make sure that the game works the right way. Plus, it also needs to be mutated into a C++ code and I need to find a way to attach wxWidgets menus/preferences to it. > > But, the core playable portion is working :-) I had some trouble playing the game, mostly because the window size seems to be fixed at 900x700, which is larger than the 800x600 desktop I was using. Command line options to set the window size would be useful. It's also nice to have a -fullscreen option to fill the entire screen. There also seems to be a lot of flickering of the images on the screen as things get redrawn. You might check to see if you can optimize the screen refresh as things move aroun the screen. Hope this helps, --Mike > Thanks, > Victor. > > Wart wrote: Hi Victor, > > Have you started making a srpm for the game yet, or are you still > concentrating on the software itself? > > --Mike > > Victor Skovorodnikov wrote: > >>Hi folks, >> >>I am, what could be considered as, in development of a game that I am planning to submit to Fedora's "extras" section. I am really not much of a gamer so I am not sure what the gamers' expectations of a good games are. This is a 2D shooter, and probably games need lot's of explosions and most are preferred to have shooting in them. >> >>I will very much appreciate if you would kindly, if you have time, try out my game called "Maximum Destruction" and provide any feedback you may have on how to improve it, while I am trying to resolve the images licensing issues. >> >> The game is on my site at: >> >> http://www.victorsk.webhop.org >> >>Any suggestions on the game's content or on how to improve will be greatly appreciated. Or, if you would like to participate in the development of this game or would like me to participate in the development of other games, please let me know. >> >> Thank you very much, >> Victor. > > > _______________________________________________ > Fedora-games-list mailing list > Fedora-games-list at redhat.com > http://www.redhat.com/mailman/listinfo/fedora-games-list > > > > --------------------------------- > Blab-away for as little as 1?/min. Make PC-to-Phone Calls using Yahoo! Messenger with Voice. > > > ------------------------------------------------------------------------ > > _______________________________________________ > Fedora-games-list mailing list > Fedora-games-list at redhat.com > http://www.redhat.com/mailman/listinfo/fedora-games-list _______________________________________________ Fedora-games-list mailing list Fedora-games-list at redhat.com http://www.redhat.com/mailman/listinfo/fedora-games-list --------------------------------- Talk is cheap. Use Yahoo! Messenger to make PC-to-Phone calls. Great rates starting at 1¢/min. -------------- next part -------------- An HTML attachment was scrubbed... URL: From j.w.r.degoede at hhs.nl Wed Apr 19 16:47:11 2006 From: j.w.r.degoede at hhs.nl (Hans de Goede) Date: Wed, 19 Apr 2006 18:47:11 +0200 Subject: My game's feedback In-Reply-To: <20060419003928.41825.qmail@web32612.mail.mud.yahoo.com> References: <20060419003928.41825.qmail@web32612.mail.mud.yahoo.com> Message-ID: <4446698F.5000703@hhs.nl> Victor Skovorodnikov wrote: > Hi Mike, > > Awesome feedback, thank you very much. Just exactly what I needed. Yes, screen flickering is something I've been working on recently as I am relying on a lot of XClearWindow() calls to redraw images. It didn't flicker as much on my end after I did some adjustments on my system but that's why it was important for me for someone else to try it out to get this feedback. I'll definitely make it work better. > What you should do is create a pixmap (XImage), and do all the drawing / clearing there then call XPutImage to drop it on the screen in one call, or multiple calls if you want to optimise and only update a fre rectangular areas. After the XPUtImage call XFlush, then all should be well. Regards, Hans' From vic_sk at yahoo.com Wed Apr 19 16:54:22 2006 From: vic_sk at yahoo.com (Victor Skovorodnikov) Date: Wed, 19 Apr 2006 09:54:22 -0700 (PDT) Subject: My game's feedback In-Reply-To: <4446698F.5000703@hhs.nl> Message-ID: <20060419165422.28807.qmail@web32602.mail.mud.yahoo.com> Hello Hans, Thank you very much. Very kind of you to try my game. Yes, I've considered a double-buffering technique and I think I am making a small reference to it in my download page article and my reasoning against its use in this particular program. I think I am going to ditch the XLib idea and try to do everything with wxWidgets because that will be easier to implement Window-control operations that Mike has mentioned needs work, and this game also needs to have menus and preferences if it has a chance to have any public exposure. Thank you again, I still have a lot of work ahead of me. Thank you, Victor. Hans de Goede wrote: Victor Skovorodnikov wrote: > Hi Mike, > > Awesome feedback, thank you very much. Just exactly what I needed. Yes, screen flickering is something I've been working on recently as I am relying on a lot of XClearWindow() calls to redraw images. It didn't flicker as much on my end after I did some adjustments on my system but that's why it was important for me for someone else to try it out to get this feedback. I'll definitely make it work better. > What you should do is create a pixmap (XImage), and do all the drawing / clearing there then call XPutImage to drop it on the screen in one call, or multiple calls if you want to optimise and only update a fre rectangular areas. After the XPUtImage call XFlush, then all should be well. Regards, Hans' _______________________________________________ Fedora-games-list mailing list Fedora-games-list at redhat.com http://www.redhat.com/mailman/listinfo/fedora-games-list --------------------------------- New Yahoo! Messenger with Voice. Call regular phones from your PC and save big. -------------- next part -------------- An HTML attachment was scrubbed... URL: From wart at kobold.org Sat Apr 22 19:25:48 2006 From: wart at kobold.org (Wart) Date: Sat, 22 Apr 2006 12:25:48 -0700 Subject: prboom update Message-ID: <444A833C.6070100@kobold.org> FYI: I've updated prboom on FC4, FC5, and devel to the latest upstream 2.4.1 release. In addition, I enabled opengl support in the binary. >From the testing that I've done, the opengl support is at least as stable as without. If anyone wants to see the non-opengl version return then I'll try to include both, but for now I'm inclined to ignore it. Happy Dooming! --Wart From j.w.r.degoede at hhs.nl Sat Apr 22 19:34:41 2006 From: j.w.r.degoede at hhs.nl (Hans de Goede) Date: Sat, 22 Apr 2006 21:34:41 +0200 Subject: prboom update In-Reply-To: <444A833C.6070100@kobold.org> References: <444A833C.6070100@kobold.org> Message-ID: <444A8551.3000809@hhs.nl> Wart wrote: > FYI: I've updated prboom on FC4, FC5, and devel to the latest upstream > 2.4.1 release. In addition, I enabled opengl support in the binary. >>From the testing that I've done, the opengl support is at least as > stable as without. > > If anyone wants to see the non-opengl version return then I'll try to > include both, but for now I'm inclined to ignore it. > Concedering that doom and thus prboom runs ok with software rendering on any machine which will take a recent Fedora and that opengl is not supported on all cards, I vote to compile it twice in %build both with and without opengl, or can the current version fallback to _doom_ software rendering (not slow opengl software rendering, but the good old isomorphic doom engine) Regards, Hans From wart at kobold.org Sat Apr 22 22:19:51 2006 From: wart at kobold.org (Wart) Date: Sat, 22 Apr 2006 15:19:51 -0700 Subject: prboom update In-Reply-To: <444A8551.3000809@hhs.nl> References: <444A833C.6070100@kobold.org> <444A8551.3000809@hhs.nl> Message-ID: <444AAC07.5010505@kobold.org> Hans de Goede wrote: > > Wart wrote: > >>FYI: I've updated prboom on FC4, FC5, and devel to the latest upstream >>2.4.1 release. In addition, I enabled opengl support in the binary. >>>From the testing that I've done, the opengl support is at least as >>stable as without. >> >>If anyone wants to see the non-opengl version return then I'll try to >>include both, but for now I'm inclined to ignore it. >> > > > Concedering that doom and thus prboom runs ok with software rendering on > any machine which will take a recent Fedora and that opengl is not > supported on all cards, I vote to compile it twice in %build both with > and without opengl, or can the current version fallback to _doom_ > software rendering (not slow opengl software rendering, but the good old > isomorphic doom engine) Somehow I knew you'd say that. :) The binary can't switch between the two modes, so I need to make two binaries to support this. This turns out to be pretty easy, but I'm still going to make the opengl version the default in the .desktop file. --Mike From wart at kobold.org Sun Apr 23 02:27:45 2006 From: wart at kobold.org (Wart) Date: Sat, 22 Apr 2006 19:27:45 -0700 Subject: user-writable content in games Message-ID: <444AE621.1090600@kobold.org> I've come across two games so far that allow user-contributed content, but am unsure of how to proceed with the file permissions. The first game, njam, has an in-game editor for users to create new levels. The directory where user-levels are saved is /usr/share/njam/levels. The second game, hack (part of bsd-games), creates 'bones' files when a character dies. These bones files are later loaded and removed when other players start a game to create ghosts and treasure piles. In both cases this user-contributed content needs to be placed in a directory that is writable by the game binary. This is similar to the shared scoreboard file, except that in both of these cases the name of the file is not known in advance, so we can't open a setgid filehandle when the game starts up and then drop setgid. hack works around this by not dropping setgid so that the app is free to create new files in the content directory, which isn't the safest thing to do. Does anyone have any ideas on how we can allow this user-contributed content without sacrificing too much security in the games? --Mike From tibbs at math.uh.edu Sun Apr 23 02:49:54 2006 From: tibbs at math.uh.edu (Jason L Tibbitts III) Date: Sat, 22 Apr 2006 21:49:54 -0500 Subject: user-writable content in games In-Reply-To: <444AE621.1090600@kobold.org> (wart@kobold.org's message of "Sat, 22 Apr 2006 19:27:45 -0700") References: <444AE621.1090600@kobold.org> Message-ID: >>>>> "w" == wart writes: w> The first game, njam, has an in-game editor for users to create new w> levels. The directory where user-levels are saved is w> /usr/share/njam/levels. If you really want to support something like this, (and I'd argue that it isn't worth it) here are a couple of ideas: Save in a known place in the user's home directory and set read permission. Of course, to load a level, you need to know what user made it. Somehow pass the data to a small program that has the appropriate privileges that does nothing but move the data into place. w> The second game, hack (part of bsd-games), creates 'bones' files w> when a character dies. These bones files are later loaded and w> removed when other players start a game to create ghosts and w> treasure piles. Ugh; it is really not possible to determine the name of the bones file early in the process? Is there some reason it can't just be some random string? - J< From tibbs at math.uh.edu Sun Apr 23 04:15:41 2006 From: tibbs at math.uh.edu (Jason L Tibbitts III) Date: Sat, 22 Apr 2006 23:15:41 -0500 Subject: user-writable content in games In-Reply-To: (Jason L. Tibbitts, III's message of "Sat, 22 Apr 2006 21:49:54 -0500") References: <444AE621.1090600@kobold.org> Message-ID: It occurred to me that you could fix the hack bone file issue by using some sort of structured format and storing all of the bone information in a single file. - J< From wart at kobold.org Sun Apr 23 04:37:28 2006 From: wart at kobold.org (Wart) Date: Sat, 22 Apr 2006 21:37:28 -0700 Subject: user-writable content in games In-Reply-To: References: <444AE621.1090600@kobold.org> Message-ID: <444B0488.4020709@kobold.org> Jason L Tibbitts III wrote: >>>>>>"w" == wart writes: > > > w> The first game, njam, has an in-game editor for users to create new > w> levels. The directory where user-levels are saved is > w> /usr/share/njam/levels. > > If you really want to support something like this, (and I'd argue that > it isn't worth it) here are a couple of ideas: > > Save in a known place in the user's home directory and set read > permission. Of course, to load a level, you need to know what user > made it. > Somehow pass the data to a small program that has the appropriate > privileges that does nothing but move the data into place. This is a pretty good idea. Something like 'njam-install-level' that could also perform some sanity checks on the game data to prevent bad data from being installed. > w> The second game, hack (part of bsd-games), creates 'bones' files > w> when a character dies. These bones files are later loaded and > w> removed when other players start a game to create ghosts and > w> treasure piles. > > Ugh; it is really not possible to determine the name of the bones file > early in the process? Is there some reason it can't just be some > random string? The bones files are created based on the dungeon level that the user died on. There is a maximum of one bones file per user per dungeon level. This means that we don't know the name of the file until the user dies, that is, until the game ends. I found an article by David Wheeler discussing secure programming techniques. Section 7.4 discusses minimizing privileges and is quite a good read: http://www.dwheeler.com/secure-programs/Secure-Programs-HOWTO/minimize-privileges.html --Mike From wart at kobold.org Sun Apr 23 04:39:01 2006 From: wart at kobold.org (Wart) Date: Sat, 22 Apr 2006 21:39:01 -0700 Subject: user-writable content in games In-Reply-To: References: <444AE621.1090600@kobold.org> Message-ID: <444B04E5.6010402@kobold.org> Jason L Tibbitts III wrote: > It occurred to me that you could fix the hack bone file issue by > using some sort of structured format and storing all of the bone > information in a single file. This would take some work to implement, but it's a good idea. I'll definitely look into it. Thanks, --Mike From tibbs at math.uh.edu Sun Apr 23 04:52:40 2006 From: tibbs at math.uh.edu (Jason L Tibbitts III) Date: Sat, 22 Apr 2006 23:52:40 -0500 Subject: user-writable content in games In-Reply-To: <444B0488.4020709@kobold.org> (wart@kobold.org's message of "Sat, 22 Apr 2006 21:37:28 -0700") References: <444AE621.1090600@kobold.org> <444B0488.4020709@kobold.org> Message-ID: >>>>> "w" == wart writes: w> The bones files are created based on the dungeon level that the w> user died on. There is a maximum of one bones file per user per w> dungeon level. This means that we don't know the name of the file w> until the user dies, that is, until the game ends. In that case, store the level inside the file and use a partially random name. It means that if you want to open a file for a particular dungeon level then you have to scan, but these days that isn't too much of a concern unless you have tens of thousands of files. It doesn't help you if you need to modify arbitrary files during play, however. - J< From j.w.r.degoede at hhs.nl Sun Apr 23 20:05:22 2006 From: j.w.r.degoede at hhs.nl (Hans de Goede) Date: Sun, 23 Apr 2006 22:05:22 +0200 Subject: user-writable content in games In-Reply-To: <444AE621.1090600@kobold.org> References: <444AE621.1090600@kobold.org> Message-ID: <444BDE02.2080602@hhs.nl> Wart wrote: > I've come across two games so far that allow user-contributed content, > but am unsure of how to proceed with the file permissions. > > The first game, njam, has an in-game editor for users to create new > levels. The directory where user-levels are saved is > /usr/share/njam/levels. > > The second game, hack (part of bsd-games), creates 'bones' files when a > character dies. These bones files are later loaded and removed when > other players start a game to create ghosts and treasure piles. > > In both cases this user-contributed content needs to be placed in a > directory that is writable by the game binary. This is similar to the > shared scoreboard file, except that in both of these cases the name of > the file is not known in advance, so we can't open a setgid filehandle > when the game starts up and then drop setgid. > > hack works around this by not dropping setgid so that the app is free to > create new files in the content directory, which isn't the safest thing > to do. > > Does anyone have any ideas on how we can allow this user-contributed > content without sacrificing too much security in the games? > I _really_ believe we shouldn't try to wrangle ourself into all kinda corners for things like this. Either we can solve things simply, or we should try to not solve them at all. My suggestions for the 2 given examples: -just give hack its own private group and let it run as that, that reduces the risc to: -someone manages to get hack-rights -this someone uses those rights to create malformed input files for hack -if someone-else runs hack these malformed input files could cause hack todo unwanted stuff with someone-else's rights. Then the question becomes is this an acceptable risk, we could make the risk even smaller by implementing the suggestions done by Jason so that the files can be opened immediatly in main and rights dropped, if we do things Jason's way we probably don't even need a seperate hack user. -for njam, teach it to save and look for levels under $HOME, if a user wants to share his levels he can just give them to other users to copy to their level dir, or ask his sysadmin to put them in the global dir, why should we assume he wants to share them and jump through hoops to automaticly share them for him? Regards, Hans From mattdm at mattdm.org Sun Apr 23 21:30:56 2006 From: mattdm at mattdm.org (Matthew Miller) Date: Sun, 23 Apr 2006 17:30:56 -0400 Subject: user-writable content in games In-Reply-To: <444AE621.1090600@kobold.org> References: <444AE621.1090600@kobold.org> Message-ID: <20060423213056.GA5568@jadzia.bu.edu> On Sat, Apr 22, 2006 at 07:27:45PM -0700, Wart wrote: > I've come across two games so far that allow user-contributed content, > but am unsure of how to proceed with the file permissions. > The first game, njam, has an in-game editor for users to create new > levels. The directory where user-levels are saved is > /usr/share/njam/levels. Everything else aside, this needs to be modified to be in /var instead of /usr. -- Matthew Miller mattdm at mattdm.org Boston University Linux ------> From wart at kobold.org Mon Apr 24 21:56:47 2006 From: wart at kobold.org (Wart) Date: Mon, 24 Apr 2006 14:56:47 -0700 Subject: user-writable content in games In-Reply-To: <444BDE02.2080602@hhs.nl> References: <444AE621.1090600@kobold.org> <444BDE02.2080602@hhs.nl> Message-ID: <444D499F.7020301@kobold.org> Hans de Goede wrote: > > Wart wrote: > >>I've come across two games so far that allow user-contributed content, >>but am unsure of how to proceed with the file permissions. >> >>The first game, njam, has an in-game editor for users to create new >>levels. The directory where user-levels are saved is >>/usr/share/njam/levels. >> >>The second game, hack (part of bsd-games), creates 'bones' files when a >>character dies. These bones files are later loaded and removed when >>other players start a game to create ghosts and treasure piles. >> >>In both cases this user-contributed content needs to be placed in a >>directory that is writable by the game binary. This is similar to the >>shared scoreboard file, except that in both of these cases the name of >>the file is not known in advance, so we can't open a setgid filehandle >>when the game starts up and then drop setgid. >> >>hack works around this by not dropping setgid so that the app is free to >>create new files in the content directory, which isn't the safest thing >>to do. >> >>Does anyone have any ideas on how we can allow this user-contributed >>content without sacrificing too much security in the games? >> > > > I _really_ believe we shouldn't try to wrangle ourself into all kinda > corners for things like this. Either we can solve things simply, or we > should try to not solve them at all. > > My suggestions for the 2 given examples: > -just give hack its own private group and let it run as that, that > reduces the risc to: > -someone manages to get hack-rights > -this someone uses those rights to create malformed input files for > hack > -if someone-else runs hack these malformed input files could cause hack > todo unwanted stuff with someone-else's rights. > Then the question becomes is this an acceptable risk, we could make the > risk even smaller by implementing the suggestions done by Jason so that > the files can be opened immediatly in main and rights dropped, if we do > things Jason's way we probably don't even need a seperate hack user. The more I work on hack, the more I realize how tricky this one is. I was able to make a patch to deal with the bones files, and the scoreboard file, but then ran into problems with file locks. It seems that hack wants to use hardlinks to create a file lock to prevent concurrent writing. It also wants to create a lock file to prevent two people from playing simultaneously under the same name. While I might be able to make a patch to work around all of this, it is quickly becoming nontrivial and pretty invasive. I'm starting to prefer this custom gid solution... > -for njam, teach it to save and look for levels under $HOME, if a user > wants to share his levels he can just give them to other users to copy > to their level dir, or ask his sysadmin to put them in the global dir, > why should we assume he wants to share them and jump through hoops to > automaticly share them for him? That sounds fair enough. I still think a njam-install-level command would be useful, but it's something that upstream could provide. --Mike From nicu_fedora at nicubunu.ro Tue Apr 25 06:53:34 2006 From: nicu_fedora at nicubunu.ro (Nicu Buculei) Date: Tue, 25 Apr 2006 09:53:34 +0300 Subject: last prboom update Message-ID: <444DC76E.2030908@nicubunu.ro> Last prboom update is awful. The lack of functionality (not possible to change the screen resolution or go full screen) can be forgiven, the datalos is much worse: the old configuration (like keyboard mapping) is lost and savegames from the old version does not work ("incompatible savegame" error message). I guess this was caused by the changes made upstream, not by packaging, but this is a kind of situation one would be expecting whenm updating from Rawhide, not from the stable branch. -- nicu Cool Fedora wallpapers: http://fedora.nicubunu.ro/wallpapers/ Open Clip Art Library: http://www.openclipart.org my Fedora stuff: http://fedora.nicubunu.ro From wart at kobold.org Tue Apr 25 21:58:03 2006 From: wart at kobold.org (Michael Thomas) Date: Tue, 25 Apr 2006 14:58:03 -0700 Subject: last prboom update In-Reply-To: <444DC76E.2030908@nicubunu.ro> References: <444DC76E.2030908@nicubunu.ro> Message-ID: <444E9B6B.5040200@kobold.org> Hi Nicu, Nicu Buculei wrote: > Last prboom update is awful. The lack of functionality (not possible to > change the screen resolution or go full screen) can be forgiven, the > datalos is much worse: the old configuration (like keyboard mapping) is > lost and savegames from the old version does not work ("incompatible > savegame" error message). > > I guess this was caused by the changes made upstream, not by packaging, > but this is a kind of situation one would be expecting whenm updating > from Rawhide, not from the stable branch. I apologize for this. I was a little overeager to push out this release when I should have done so for the devel branch only. I filed an bug upstream about the screen resolution problem. Even though the on-screen menu has removed this option, you can still change the resolution using both the configuration file $HOME/.prboom/prboom.cfg and the -width and -height command line options. I haven't run into the fullscreen problem, though. If you go to options->general there is an option to switch from fullscreen to windowed mode and back. Is this not working for you? I completely overlooked the incompatibilities with savegames because I didn't have any 2.3.1 save games when I upgraded. I apologize for that oversight. Just remember, 'iddqd' can help get you back to where you were before. :) --Mike -------------- next part -------------- A non-text attachment was scrubbed... Name: smime.p7s Type: application/x-pkcs7-signature Size: 3820 bytes Desc: S/MIME Cryptographic Signature URL: From nicu_fedora at nicubunu.ro Wed Apr 26 06:37:16 2006 From: nicu_fedora at nicubunu.ro (Nicu Buculei) Date: Wed, 26 Apr 2006 09:37:16 +0300 Subject: last prboom update In-Reply-To: <444E9B6B.5040200@kobold.org> References: <444DC76E.2030908@nicubunu.ro> <444E9B6B.5040200@kobold.org> Message-ID: <444F151C.5090202@nicubunu.ro> Michael Thomas wrote: > I filed an bug upstream about the screen resolution problem. Even > though the on-screen menu has removed this option, you can still change > the resolution using both the configuration file > $HOME/.prboom/prboom.cfg and the -width and -height command line options. > > I haven't run into the fullscreen problem, though. If you go to > options->general there is an option to switch from fullscreen to > windowed mode and back. Is this not working for you? For me 'fullscreen' means the full screen is like this: the screen turns to 640x480, is all black and in the middle of it the game runs in 320x200 (this is with the default settings). It also look like using software rendering instead of OpenGL (I understood from an earlier message it was supposed to use exclusively OpenGL) > I completely overlooked the incompatibilities with savegames because I > didn't have any 2.3.1 save games when I upgraded. I apologize for that > oversight. Just remember, 'iddqd' can help get you back to where you > were before. :) Honestly, I don't care either by savegames, I was hit by the loss of keyboard mapping which made me to investigate further and see the savegames are broken. 'iddqd' or 'idclev', or, better, a combination of both -- nicu Cool Fedora wallpapers: http://fedora.nicubunu.ro/wallpapers/ Open Clip Art Library: http://www.openclipart.org my Fedora stuff: http://fedora.nicubunu.ro From nicu_fedora at nicubunu.ro Wed Apr 26 06:53:43 2006 From: nicu_fedora at nicubunu.ro (Nicu Buculei) Date: Wed, 26 Apr 2006 09:53:43 +0300 Subject: last prboom update In-Reply-To: <444F151C.5090202@nicubunu.ro> References: <444DC76E.2030908@nicubunu.ro> <444E9B6B.5040200@kobold.org> <444F151C.5090202@nicubunu.ro> Message-ID: <444F18F7.8030801@nicubunu.ro> Nicu Buculei wrote: > > For me 'fullscreen' means the full screen is like this: the screen turns > to 640x480, is all black and in the middle of it the game runs in > 320x200 (this is with the default settings). After changing the resolution to a bigger one by editing the config file, it works OK is full screen, but in a new install or update it switches automatically to 320x200, which does not work in full screen, I will add a comment on the upstream bugzilla. -- nicu Cool Fedora wallpapers: http://fedora.nicubunu.ro/wallpapers/ Open Clip Art Library: http://www.openclipart.org my Fedora stuff: http://fedora.nicubunu.ro From nicu_fedora at nicubunu.ro Wed Apr 26 07:16:17 2006 From: nicu_fedora at nicubunu.ro (Nicu Buculei) Date: Wed, 26 Apr 2006 10:16:17 +0300 Subject: last prboom update In-Reply-To: <444E9B6B.5040200@kobold.org> References: <444DC76E.2030908@nicubunu.ro> <444E9B6B.5040200@kobold.org> Message-ID: <444F1E41.5040004@nicubunu.ro> Michael Thomas wrote: > I haven't run into the fullscreen problem, though. If you go to > options->general there is an option to switch from fullscreen to > windowed mode and back. Is this not working for you? I promise this is my last message on this thread, i don't want to become too annoying: i figured also the fullscreen problem - i was using the launcher from the menu, which uses the binary built with software rendering, starting the OpenGL built binary, it works fine in fullscreen - yet another reason to change the launcher. -- nicu Cool Fedora wallpapers: http://fedora.nicubunu.ro/wallpapers/ Open Clip Art Library: http://www.openclipart.org my Fedora stuff: http://fedora.nicubunu.ro From nicu_fedora at nicubunu.ro Wed Apr 26 07:08:52 2006 From: nicu_fedora at nicubunu.ro (Nicu Buculei) Date: Wed, 26 Apr 2006 10:08:52 +0300 Subject: last prboom update In-Reply-To: <444F151C.5090202@nicubunu.ro> References: <444DC76E.2030908@nicubunu.ro> <444E9B6B.5040200@kobold.org> <444F151C.5090202@nicubunu.ro> Message-ID: <444F1C84.9070806@nicubunu.ro> Nicu Buculei wrote: > It also look like using software rendering instead of OpenGL (I > understood from an earlier message it was supposed to use exclusively > OpenGL) OK, I figured this: that was the case for 2.4.1-1, the latest is 2.4.1-2 which install two binaries, one with OpenGL and another with software rendering and the menu points to the software version. How about changing the launcher to point to the OpenGL version and leave the other as a safe backup option available from the command line? -- nicu Cool Fedora wallpapers: http://fedora.nicubunu.ro/wallpapers/ Open Clip Art Library: http://www.openclipart.org my Fedora stuff: http://fedora.nicubunu.ro From j.w.r.degoede at hhs.nl Wed Apr 26 08:52:36 2006 From: j.w.r.degoede at hhs.nl (Hans de Goede) Date: Wed, 26 Apr 2006 10:52:36 +0200 Subject: last prboom update In-Reply-To: <444F1C84.9070806@nicubunu.ro> References: <444DC76E.2030908@nicubunu.ro> <444E9B6B.5040200@kobold.org> <444F151C.5090202@nicubunu.ro> <444F1C84.9070806@nicubunu.ro> Message-ID: <444F34D4.6070407@hhs.nl> Nicu Buculei wrote: > Nicu Buculei wrote: >> It also look like using software rendering instead of OpenGL (I >> understood from an earlier message it was supposed to use exclusively >> OpenGL) > > OK, I figured this: that was the case for 2.4.1-1, the latest is 2.4.1-2 > which install two binaries, one with OpenGL and another with software > rendering and the menu points to the software version. > How about changing the launcher to point to the OpenGL version and leave > the other as a safe backup option available from the command line? > I think that software rendering is the safer default, or maybe even better a wrapper script which detects _true_ opengl support (using glxinfo?) and then chooses. Regards, Hans From j.w.r.degoede at hhs.nl Wed Apr 26 09:37:36 2006 From: j.w.r.degoede at hhs.nl (Hans de Goede) Date: Wed, 26 Apr 2006 11:37:36 +0200 Subject: 2 versions of alogg Message-ID: <444F3F60.5010201@hhs.nl> Hi all, Quoting myself from: https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=188625 --- Before I forget the ugly name is because there are 2 alogg libraries out there, one which is called just alogg and one which is called AllegroOGG but still use alogg as soname. I hope we never need the other alogg otherwise I see a problem, but with this name atleast its clear which alogg this is: http://lyrian.obnix.com/alogg/ http://nekros.freeshell.org/delirium/alogg.html --- Thanks for the review! I've not imported this sofar, because the fact that debian has the other alogg packaged worries me, this means that the other one is used by some free software too, so sooner or later we will need to package it too. I think I'll just start packaging the other one right away so that I can find any conflicts now and come up with a resolution, before a bunch of packages depends on one or the other. --- So there we are 2 different ogg support for use with allegro support libraries both installing: /usr/lib/libalogg.so One of them installs: alogg.h And the other: alogg/alogg.h Which also seems like an accident waiting to happen. I'm thinking of solving this by: -give AllegroOGG a new soname: libAllegroOGG.so, or should I give them both a new name, and in that case what should I use for alogg? -putting all the header files of both in seperate dirs under include: /usr/include/allog/(alogg/alogg.h) /usr/include/AllegroOGG/(allogg.h) -modifying allog-config todo the right thing for alogg -use pkgconfig for AllegroOgg -patch AllegroOGG using programs to use pkgconfig. Currently only raidem can use AllegroOGG (I have a new version ready which adds ogg support as a replacement for the stripped out mp3 support, giving raidem its background music back). So does this sound like a plan if not, what do you suggest? Regards, Hans From j.w.r.degoede at hhs.nl Fri Apr 28 08:04:11 2006 From: j.w.r.degoede at hhs.nl (Hans de Goede) Date: Fri, 28 Apr 2006 10:04:11 +0200 Subject: 2 versions of alogg In-Reply-To: <444F3F60.5010201@hhs.nl> References: <444F3F60.5010201@hhs.nl> Message-ID: <4451CC7B.7050700@hhs.nl> Hi all, Well since no one has commented on this I'm going to implement things as described below. Regards, Hans Hans de Goede wrote: > Hi all, > > Quoting myself from: > https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=188625 > > --- > > Before I forget the ugly name is because there are 2 alogg libraries out > there, one which is called just alogg and one which is called AllegroOGG > but still use alogg as soname. I hope we never need the other alogg > otherwise I see a problem, but with this name atleast its clear which > alogg this is: > http://lyrian.obnix.com/alogg/ > http://nekros.freeshell.org/delirium/alogg.html > > --- > > Thanks for the review! I've not imported this sofar, because the fact > that debian has the other alogg packaged worries me, this means that the > other one is used by some free software too, so sooner or later we will > need to package it too. I think I'll just start packaging the other one > right away so that I can find any conflicts now and come up with a > resolution, before a bunch of packages depends on one or the other. > > > --- > > So there we are 2 different ogg support for use with allegro support > libraries both installing: > /usr/lib/libalogg.so > > One of them installs: > alogg.h > > And the other: > alogg/alogg.h > > Which also seems like an accident waiting to happen. I'm thinking of > solving this by: > -give AllegroOGG a new soname: libAllegroOGG.so, or should I give them > both a new name, and in that case what should I use for alogg? > -putting all the header files of both in seperate dirs under include: > /usr/include/allog/(alogg/alogg.h) > /usr/include/AllegroOGG/(allogg.h) > -modifying allog-config todo the right thing for alogg > -use pkgconfig for AllegroOgg > -patch AllegroOGG using programs to use pkgconfig. Currently only raidem > can use AllegroOGG (I have a new version ready which adds ogg support > as a replacement for the stripped out mp3 support, giving raidem its > background music back). > > > So does this sound like a plan if not, what do you suggest? > > Regards, > > Hans > From wart at kobold.org Fri Apr 28 14:45:54 2006 From: wart at kobold.org (Wart) Date: Fri, 28 Apr 2006 07:45:54 -0700 Subject: 2 versions of alogg In-Reply-To: <4451CC7B.7050700@hhs.nl> References: <444F3F60.5010201@hhs.nl> <4451CC7B.7050700@hhs.nl> Message-ID: <44522AA2.5090004@kobold.org> My only recommendation would be to send your changes upstream when you're done so that they can potentially incorporate them into the code. --Mike Hans de Goede wrote: > Hi all, > > Well since no one has commented on this I'm going to implement things as > described below. > > Regards, > > Hans > > > Hans de Goede wrote: > >>Hi all, >> >>Quoting myself from: >>https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=188625 >> >>--- >> >>Before I forget the ugly name is because there are 2 alogg libraries out >>there, one which is called just alogg and one which is called AllegroOGG >>but still use alogg as soname. I hope we never need the other alogg >>otherwise I see a problem, but with this name atleast its clear which >>alogg this is: >> http://lyrian.obnix.com/alogg/ >> http://nekros.freeshell.org/delirium/alogg.html >> >>--- >> >>Thanks for the review! I've not imported this sofar, because the fact >>that debian has the other alogg packaged worries me, this means that the >>other one is used by some free software too, so sooner or later we will >>need to package it too. I think I'll just start packaging the other one >>right away so that I can find any conflicts now and come up with a >>resolution, before a bunch of packages depends on one or the other. >> >> >>--- >> >>So there we are 2 different ogg support for use with allegro support >>libraries both installing: >>/usr/lib/libalogg.so >> >>One of them installs: >>alogg.h >> >>And the other: >>alogg/alogg.h >> >>Which also seems like an accident waiting to happen. I'm thinking of >>solving this by: >>-give AllegroOGG a new soname: libAllegroOGG.so, or should I give them >> both a new name, and in that case what should I use for alogg? >>-putting all the header files of both in seperate dirs under include: >> /usr/include/allog/(alogg/alogg.h) >> /usr/include/AllegroOGG/(allogg.h) >>-modifying allog-config todo the right thing for alogg >>-use pkgconfig for AllegroOgg >>-patch AllegroOGG using programs to use pkgconfig. Currently only raidem >> can use AllegroOGG (I have a new version ready which adds ogg support >> as a replacement for the stripped out mp3 support, giving raidem its >> background music back). >> >> >>So does this sound like a plan if not, what do you suggest? >> >>Regards, >> >>Hans >> > > > _______________________________________________ > Fedora-games-list mailing list > Fedora-games-list at redhat.com > http://www.redhat.com/mailman/listinfo/fedora-games-list