From tanner at real-time.com Tue Jan 2 02:46:54 2007 From: tanner at real-time.com (Bob Tanner) Date: Tue, 02 Jan 2007 02:46:54 -0600 Subject: [netrek-dev] darcs patch: * Clean up of control file to make lin... (and 1 more) Message-ID: <1167727614.271572.6681.nullmailer@transmuter.real-time.com> Fri Dec 29 14:02:40 CST 2006 Bob Tanner * * Clean up of control file to make linda and lintian happy * Upgrade to Standards-Version: 3.7.2 * Small change to extended description * Conversion of rules to cdbs * The common licenses (GPL, BSD, Artistic, etc) have been moved from * /usr/doc/copyright to /usr/share/common-licenses. Copyright files should be updated * trekon uses #!/bin/csh. The Debian policy for scripts explicitly warns * against using csh and tcsh as scripting languages. * Renamed init to netrek-server-vanilla.init to work with cdbs * Added debian/manpages and created netrekd.1, Debian policy requires all * binaries to have a manpage. * setpath is a shellscript missing magic cookie, added #!/bin/sh to comply * with Debian policy * The postrm de-registers an /etc/init.d script which has not been registered * in the postinst script before. Comments in the postinst ask for a debconf configuration option. Commenting out the de-register to make lintian happy. * Added symlink between netrekd and newstartd Tue Jan 2 02:37:45 CST 2007 Bob Tanner * Fix to check for configure in res-rsa. >Doesn't build on etch either, in pbuilder. Did before your patch. >Maybe I'm doing something wrong with my pbuilder? tests/build-debian >has my notes. Missed check for configure in the res-rsa directory. Changed the pre-build rules to check for it. -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: text/x-darcs-patch Size: 11610 bytes Desc: A darcs patch for your repository! Url : http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20070102/60009300/attachment.bin From tanner at real-time.com Tue Jan 2 03:00:05 2007 From: tanner at real-time.com (Bob Tanner) Date: Tue, 02 Jan 2007 03:00:05 -0600 Subject: [netrek-dev] darcs patch: * Clean up of control file to make lin... (and 1 more) References: <1167727614.271572.6681.nullmailer@transmuter.real-time.com> Message-ID: Bob Tanner wrote: > Fri Dec 29 14:02:40 CST 2006 ?Bob Tanner > * ? * Clean up of control > file to make linda and lintian happy * Upgrade to Standards-Version: 3.7.2 > * Small change to extended description > * Conversion of rules to cdbs > * The common licenses (GPL, BSD, Artistic, etc) have been moved from zowie, lots more sent then I wanted. Sorry. -- Bob Tanner | Phone : (952)943-8700 http://www.real-time.com, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 From tanner at real-time.com Tue Jan 2 03:02:09 2007 From: tanner at real-time.com (Bob Tanner) Date: Tue, 02 Jan 2007 03:02:09 -0600 Subject: [netrek-dev] darcs patch: * Clean up of control file to make lin... (and 1 more) References: <1167727614.271572.6681.nullmailer@transmuter.real-time.com> Message-ID: Bob Tanner wrote: > hunk ./Vanilla/debian/rules 48 > - > +???????if [ ! -x res-rsa/configure ]; then \ > +???????????????(cd res-rsa; autoconf) ;\ > + ? ?fi > hunk ./Vanilla/debian/rules 53 > +???????/usr/bin/debconf-updatepo > } > Just wanted to submit this patch to fix Quozl FTBS report. -- Bob Tanner | Phone : (952)943-8700 http://www.real-time.com, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 From tanner at real-time.com Thu Jan 4 18:33:24 2007 From: tanner at real-time.com (Bob Tanner) Date: Thu, 04 Jan 2007 18:33:24 -0600 Subject: [netrek-dev] darcs patch: * Clean up of control file to make lin... (and 2 more) Message-ID: <1167957204.623595.17603.nullmailer@transmuter.real-time.com> Fri Dec 29 14:02:40 CST 2006 Bob Tanner * * Clean up of control file to make linda and lintian happy * Upgrade to Standards-Version: 3.7.2 * Small change to extended description * Conversion of rules to cdbs * The common licenses (GPL, BSD, Artistic, etc) have been moved from * /usr/doc/copyright to /usr/share/common-licenses. Copyright files should be updated * trekon uses #!/bin/csh. The Debian policy for scripts explicitly warns * against using csh and tcsh as scripting languages. * Renamed init to netrek-server-vanilla.init to work with cdbs * Added debian/manpages and created netrekd.1, Debian policy requires all * binaries to have a manpage. * setpath is a shellscript missing magic cookie, added #!/bin/sh to comply * with Debian policy * The postrm de-registers an /etc/init.d script which has not been registered * in the postinst script before. Comments in the postinst ask for a debconf configuration option. Commenting out the de-register to make lintian happy. * Added symlink between netrekd and newstartd Tue Jan 2 02:37:45 CST 2007 Bob Tanner * Fix to check for configure in res-rsa. >Doesn't build on etch either, in pbuilder. Did before your patch. >Maybe I'm doing something wrong with my pbuilder? tests/build-debian >has my notes. Missed check for configure in the res-rsa directory. Changed the pre-build rules to check for it. Thu Jan 4 18:31:30 CST 2007 Bob Tanner * start_on_boot_debconf * Created debconf template to ask the user if they want to start netrekd on boot * Added debconf template to display error if chown fails in postinst script * Removed de-register from postrm, dh_installinit/cdbs automatically takes * care of removing init.d files * Added db_purge to postrm,just as a safety measure, debhelper should take * care of this. * Started framework for i18n support in the debconf templates -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: text/x-darcs-patch Size: 19158 bytes Desc: A darcs patch for your repository! Url : http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20070104/a6532c44/attachment.bin From tanner at real-time.com Thu Jan 4 18:59:50 2007 From: tanner at real-time.com (Bob Tanner) Date: Thu, 04 Jan 2007 18:59:50 -0600 Subject: [netrek-dev] darcs patch: * Clean up of control file to make lin... (and 2 more) References: <1167957204.623595.17603.nullmailer@transmuter.real-time.com> Message-ID: Bob Tanner wrote: > Fri Dec 29 14:02:40 CST 2006 ?Bob Tanner > * ? * Clean up of control > file to make linda and lintian happy * Upgrade to Standards-Version: 3.7.2 > NOTE, I built this on sid, as the changelog file from pristine darcs states the package is "unstable", which equates to sid. Unless we wanna do debian override files and what not, we should change "unstable" to "testing" in the control file and build on etch (as of 01/2007) or do a naming convention for each release, like: netrek-server-vanilla (2.12.0-2) unstable; urgency=low netrek-server-vanilla (2.12.0-1~etch) testing; urgency=low netrek-server-vanilla (2.12.0-1~sarge) stable; urgency=low The issue would be what is newer? ~etch or ~sarge? If I'm running sarge, dist-upgrade to etch, will apt-get do the right thing? There is a convoluted long document on how apt-get figures it out OR how to override the whole thing in your pool directory. I just found it easier to artificially inflate the release number for sid (unstable) and -1 on etch and -2 on sarge. But I'm open to suggestions. Example: netrek-server-vanilla (2.12.0-2) unstable; urgency=low netrek-server-vanilla (2.12.0-2~etch) testing; urgency=low netrek-server-vanilla (2.12.0-1~sarge) stable; urgency=low -- Bob Tanner | Phone : (952)943-8700 http://www.real-time.com, Minnesota, Linux | Fax : (952)943-8500 Key fingerprint = AB15 0BDF BCDE 4369 5B42 1973 7CF1 A709 2CC1 B288 From quozl at us.netrek.org Thu Jan 4 19:50:00 2007 From: quozl at us.netrek.org (James Cameron) Date: Fri, 5 Jan 2007 12:50:00 +1100 Subject: [netrek-dev] darcs patch: * Clean up of control file to make lin... (and 2 more) In-Reply-To: <1167957204.623595.17603.nullmailer@transmuter.real-time.com> References: <1167957204.623595.17603.nullmailer@transmuter.real-time.com> Message-ID: <20070105014959.GD26988@us.netrek.org> Taken. Taggged, and pushed. -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/ From quozl at us.netrek.org Thu Jan 4 21:44:55 2007 From: quozl at us.netrek.org (James Cameron) Date: Fri, 5 Jan 2007 14:44:55 +1100 Subject: [netrek-dev] darcs patch: * Clean up of control file to make lin... (and 2 more) In-Reply-To: References: <1167957204.623595.17603.nullmailer@transmuter.real-time.com> Message-ID: <20070105034455.GF26988@us.netrek.org> G'day Bob, I don't rightly understand the distribution specific versioning issue, nor the debian override files. Ideally we need to be able to build the package for sarge, etch and sid ... and hopefully once we get that defined it shouldn't need further fiddling? Perhaps we should find out how other packages handle building three distribution flavours from the same source repository? Maybe move debian to debian-${distribution} and move it prior to package build? -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/ From tanner at real-time.com Thu Jan 4 23:28:28 2007 From: tanner at real-time.com (Bob Tanner) Date: Thu, 04 Jan 2007 23:28:28 -0600 Subject: [netrek-dev] darcs patch: fix_missing_template Message-ID: <1167974908.758469.16617.nullmailer@transmuter.real-time.com> Thu Jan 4 23:15:08 CST 2007 Bob Tanner * fix_missing_template -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: text/x-darcs-patch Size: 2664 bytes Desc: A darcs patch for your repository! Url : http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20070104/246e6462/attachment.bin From akb+lists.netrek-dev at mirror.to Fri Jan 5 03:04:54 2007 From: akb+lists.netrek-dev at mirror.to (Andrew K. Bressen) Date: Fri, 05 Jan 2007 04:04:54 -0500 Subject: [netrek-dev] netrek web pages In-Reply-To: <20061220195526.GE20337@sun36.math.uni-hamburg.de> (Rado S.'s message of "Wed, 20 Dec 2006 20:55:26 +0100") References: <20061205004408.GB4928@us.netrek.org> <0q3b7tovsp.fsf@lanconius.mirror.to> <20061207041225.GB6172@us.netrek.org> <0q4ps6nrlj.fsf@lanconius.mirror.to> <20061208230328.GA4068@orion.netrek.org> <0qvekllzs0.fsf@lanconius.mirror.to> <20061209210431.GA12975@orion.netrek.org> <0q7iwvlf9n.fsf@lanconius.mirror.to> <20061215220722.GC7288@orion.netrek.org> <0qslfchjqm.fsf@lanconius.mirror.to> <20061220195526.GE20337@sun36.math.uni-hamburg.de> Message-ID: <0qtzz5alop.fsf@lanconius.mirror.to> Rado S writes: > Then maybe you should explain what "good enough" means (for you). Many things can be good enough, but here's what I like about the geno site: Good background colors and fonts, especially light fonts/dark background; gives it more of a space/sf/startrek look. functional yet non-intrusive menus, nice banner art, good overall structure, rotating screenshots and hints, archives of articles about the game, no javascript required, no flash required. A wiki can do all of these things (except some need javascript), but we'd be building them from close to scratch when we already have them. Besides the old site, another site I think is good enough is www.memory-alpha.org; it's the only pretty-looking wiki I've seen to date. My standards may be higher than average, but given that we already have something that meets them, I can't think I'm being unreasonable here. And I'm not even saying "No Wiki." I'm saying "Old and easy to support site first, because we need something quickly and because I'm not sure we have resources to support a wiki." > Attraction should be done by functionality of the code and appeal > of the product itself rather than the website. Having some > screenshots on any website system should cover that. The website is part of the product. Documentation and support is part of a product. A few screenshots is not enough; if the world worked like that, the magazine advertising industry would not exist and web design wouldn't be a career skill. We are in a sales and marketing competition for people's attention. You may not like that, but it is true. You could think of it as evolutionary competition if you like. We're losing, badly, to the point where the game is a shadow of what it was seven years ago, even though the possible player population is probably ten times the size. In a world where a quarter-million copies of WoW sell in the first week, and the internet chess and Go servers are populated by world-class players, we probably don't have a thousand regular players, maybe not even three hundred. Evolutionarily speaking, we need every bit of plumage we can get. We need buzz/mindshare/awareness that we exist. We need friends to talk us up to potential players. Saying the game will survive on its on merits and doesn't need the best possible website to help provide outside-of-game support is like saying you are likely to be able to walk into a bar having not showered or changed clothes for a month and get laid just because you're great in bed. That might fly for a hot new first person shooter, but for a middle-aged average-looking dude like netrek, we need to look presentable before someone is gonna follow us home for a drink and find out how cool we really are. Lots of people will choose whether or not to download a client based on how the website looks, and on how good its support documentation is; the game's merits won't even enter into it until you get people interested. I'm not suggesting armani suits here; I'm just saying something that looking like we just came off a construction site is not gonna cut it. >> We should have a design that looks as good as the genocide content. > > (hmm, maybe I should turn back on all the fancy/ flashy things to > see what you mean which I normally turn off to save my eyes ;) I have javascript and flash off (noscript extension to firefox). My browser does obey style sheets, and will display animated gifs. Part of why I like the geno site is that it pretty straightforward. I'm very much about function before form; in this case, selling the game is part of the function. I don't think we need grotesque plugin or script stuff to do it, though a movie or two as ancillary content might be ok. >> (Do we even have anyone who knows how to make a wiki look good? >> And how long will it take them to do so? > > Wikis with stylesheets support exist, images can be placed as you > like, what else does it need? To be there, and to be supported. (Though the rotating images and hints plus download box on the current site are nice). Supported means backups, upgrades, passwords, people who know how to do attractive design for our particular wiki and have access to do so. > If the community can't sustain itself, then it need not be kept > alive artificially. Call me old-fashioned, but if I'm in critical condition, I'd rather be on a respirator for a few months than get kicked out into the street. The decisions we make right now may determine whether or not the community can support itself. --akb From inmx027 at math.uni-hamburg.de Fri Jan 5 13:09:07 2007 From: inmx027 at math.uni-hamburg.de (Rado S) Date: Fri, 5 Jan 2007 20:09:07 +0100 Subject: [netrek-dev] netrek web pages In-Reply-To: <0qtzz5alop.fsf@lanconius.mirror.to> References: <20061207041225.GB6172@us.netrek.org> <0q4ps6nrlj.fsf@lanconius.mirror.to> <20061208230328.GA4068@orion.netrek.org> <0qvekllzs0.fsf@lanconius.mirror.to> <20061209210431.GA12975@orion.netrek.org> <0q7iwvlf9n.fsf@lanconius.mirror.to> <20061215220722.GC7288@orion.netrek.org> <0qslfchjqm.fsf@lanconius.mirror.to> <20061220195526.GE20337@sun36.math.uni-hamburg.de> <0qtzz5alop.fsf@lanconius.mirror.to> Message-ID: <20070105190906.GB2819@sun36.math.uni-hamburg.de> =- Andrew K. Bressen wrote on Fri 5.Jan'07 at 4:04:54 -0500 -= > I'm saying "Old and easy to support site first, because we need > something quickly and because I'm not sure we have resources to > support a wiki." I fail to see the need for speed here. As said before: there have been boosts in the past, which haven't been followed up/ supported by website campaigns. And still we're here. Converting the old data to the new system won't take ages, so we'll have the basic support covered (soon, to support any current activitiy). The reason why this discussion began is that a single point of failure failed. With darcs you still need some kind of single person to approve things: content-wise, not technically. I guess there will be more wiki-editors besides me. (based on observation on list and irc) > > Attraction should be done by functionality of the code and > > appeal of the product itself rather than the website. Having > > some screenshots on any website system should cover that. > > The website is part of the product. > Documentation and support is part of a product. Aye, agree. > A few screenshots is not enough; Didn't mean to say this. They are supposed to be the eye-catchers, the support and documentation comes through the content of the website. Structure and layout (within a page and the whole site) are of course important for that, but this is no argument against wiki, this can be accomplished with a wiki, too. > if the world worked like that, the magazine advertising industry > would not exist and web design wouldn't be a career skill. I could do very well without that waste. ;) > We are in a sales and marketing competition for people's > attention. You may not like that, but it is true. You could > think of it as evolutionary competition if you like. This is true. > We're losing, badly, to the point where the game is a shadow of > what it was seven years ago, even though the possible player > population is probably ten times the size. And this is for several reasons. One being: we have a MUCH bigger competition now, since others have noticed this market and try to squeeze the most money out of it. It's not like players have a choice between netrek and xpilot and we're losing to them (only), but there is a _myriad_ of other games which can occupy people. We're just a small fish in the ocean. We might want to get bigger, but how far can we get without the budgets/ manpower of commercial companies for ad campaigns? Another: the more choices exist, the more people will find "their" game that meets exactly what they are looking for, and netrek is _not_ the exact match for everyone, not even a significant number. > In a world where a quarter-million copies of WoW sell in the > first week, and the internet chess and Go servers are populated > by world-class players, we probably don't have a thousand > regular players, maybe not even three hundred. We can't compare with those. Those are already lost for us. They won't give up WoW for netrek no matter what we do. Same for the others. Netrek is _not_ a mass market product. There are many more-flashy things, and easier to get into (learning curve), and less involving (quicky games 5-15min for lunch breaks). 1st we'd have to define our target audience, and then adjust our efforts to reach it. Not to forget look around us who are our direct competitors: those who cover the same niche as netrek does. Those we have to beat, not ego-shooters, WoW or MineSweeper/ MoorHuhn- quality. > We need buzz/mindshare/awareness that we exist. > We need friends to talk us up to potential players. Yes. Many have said so in the past before you did now. > Saying the game will survive on its on merits and doesn't need the > best possible website to help provide outside-of-game support I didn't say that! :) I said that this doesn't exclude wiki as the system to do it. > { getting laid when not showering for months } > That might fly for a hot new first person shooter, "hot new" != "having not showered or changed clothes for a month" ;) When they come out fresh, they have some nice startup. But then ... they suffer the same as we do now: lasting support. > but for a middle-aged average-looking dude like netrek, we need > to look presentable before someone is gonna follow us home for a > drink and find out how cool we really are. Agreed, but see above: not all hot chicks of age <25 like middle-aged men, no matter how well they look. Plus, we don't want them just for a night and leave once the clothes are taken off, but to stay for ... ever. Clothes are just the entrance. If we put too much weight on it, we'll attract many, but not hold them. One-night-stands are not the way for netrek. > I'm not suggesting armani suits here; I'm just saying something that > looking like we just came off a construction site is not gonna cut it. You're too pessimistic about wiki success. > > (hmm, maybe I should turn back on all the fancy/ flashy things to > > see what you mean which I normally turn off to save my eyes ;) > > I have javascript and flash off (noscript extension to firefox). > My browser does obey style sheets, and will display animated gifs. My normal mode in FF means no images either and no server-side colors. If you know lynx text-browser, you know what I mean. :) > I don't think we need grotesque plugin or script stuff to do it, > though a movie or two as ancillary content might be ok. There was netrek-cinema ... > > Wikis with stylesheets support exist, images can be placed as > > you like, what else does it need? > > To be there, and to be supported. That's the reason why Dave came up with the idea of the wiki in the 1st place: he hoped (and so do I) that this way we'll have no complete "black out" of support for content again (single point of failure, see above). > Supported means backups, upgrades, passwords, people who know > how to do attractive design for our particular wiki and have > access to do so. As said before: the technical background is covered by the hosts sufficiently. The question is about content support. Attractive design: I trust you on this, and that you could implement this even with a wiki for others like me to use and comply with your templates/ formats/ standards. :) Access: nothing easier than wiki. > > If the community can't sustain itself, then it need not be > > kept alive artificially. > > Call me old-fashioned, but if I'm in critical condition, I'd > rather be on a respirator for a few months than get kicked out > into the street. The decisions we make right now may determine > whether or not the community can support itself. Heh, it's not your life at danger here, it's "just a game". ;) Summing it up: we (you and I, and probably everybody else on this list) want the same goal /results, just we differ in this single, minor _technical_ detail of which hosting system we use. Let's start the wiki and see how it works. Should it fail, you still can revert all back to darcs. -- ? Rado S. -- You must provide YOUR effort for your goal! Even if it seems insignificant, in fact EVERY effort counts for a shared task, at least to show your deserving attitude. From netrek at gmail.com Fri Jan 5 13:22:36 2007 From: netrek at gmail.com (Zach) Date: Fri, 5 Jan 2007 14:22:36 -0500 Subject: [netrek-dev] netrek web pages In-Reply-To: <20070105190906.GB2819@sun36.math.uni-hamburg.de> References: <20061207041225.GB6172@us.netrek.org> <20061208230328.GA4068@orion.netrek.org> <0qvekllzs0.fsf@lanconius.mirror.to> <20061209210431.GA12975@orion.netrek.org> <0q7iwvlf9n.fsf@lanconius.mirror.to> <20061215220722.GC7288@orion.netrek.org> <0qslfchjqm.fsf@lanconius.mirror.to> <20061220195526.GE20337@sun36.math.uni-hamburg.de> <0qtzz5alop.fsf@lanconius.mirror.to> <20070105190906.GB2819@sun36.math.uni-hamburg.de> Message-ID: On 1/5/07, Rado S wrote: > > I fail to see the need for speed here. > As said before: there have been boosts in the past, which haven't > been followed up/ supported by website campaigns. And still we're > here. Converting the old data to the new system won't take ages, > so we'll have the basic support covered (soon, to support any > current activitiy). Any reason why we should not have a wiki and a website? I've seen some major FOSS sites that have both. Or is this too much work? > Netrek is _not_ a mass market product. > There are many more-flashy things, and easier to get into > (learning curve), and less involving (quicky games 5-15min for > lunch breaks). > > 1st we'd have to define our target audience, and then adjust our > efforts to reach it. Not to forget look around us who are our > direct competitors: those who cover the same niche as netrek does. > Those we have to beat, not ego-shooters, WoW or MineSweeper/ > MoorHuhn- quality. Good point. Know your target audience seems a good maxim for us. Also when your player base is relatively small failures in critical services or major client turn-offs can have a more drastic effect on the growth of the community. > One-night-stands are not the way for netrek. Nor for me! I find the concept grotesque and offensive on many levels. > My normal mode in FF means no images either and no server-side > colors. If you know lynx text-browser, you know what I mean. :) When I was ebaying heavily using lynx let me outbid some competitors more than once ;-) I remember when Net services mean primarily gopher, archive, veronica, ftp, telnet, rsh, irc, finger, pine, talk, zephyr, wais, lynx... hehe. Regarding backups maybe something like Bacula could be utilized: http://www.bacula.org/about/press/presskit200.html.en > Heh, it's not your life at danger here, it's "just a game". ;) Netrek must survive! ;) > Let's start the wiki and see how it works. Should it fail, you > still can revert all back to darcs. Hear hear. Let the wiki begin. Zach From inmx027 at math.uni-hamburg.de Fri Jan 5 13:40:16 2007 From: inmx027 at math.uni-hamburg.de (Rado S) Date: Fri, 5 Jan 2007 20:40:16 +0100 Subject: [netrek-dev] netrek web pages In-Reply-To: References: <20061208230328.GA4068@orion.netrek.org> <0qvekllzs0.fsf@lanconius.mirror.to> <20061209210431.GA12975@orion.netrek.org> <0q7iwvlf9n.fsf@lanconius.mirror.to> <20061215220722.GC7288@orion.netrek.org> <0qslfchjqm.fsf@lanconius.mirror.to> <20061220195526.GE20337@sun36.math.uni-hamburg.de> <0qtzz5alop.fsf@lanconius.mirror.to> <20070105190906.GB2819@sun36.math.uni-hamburg.de> Message-ID: <20070105194016.GC2819@sun36.math.uni-hamburg.de> =- Zach wrote on Fri 5.Jan'07 at 14:22:36 -0500 -= > Any reason why we should not have a wiki and a website? I've seen some > major FOSS sites that have both. Or is this too much work? Note "major": netrek isn't major anymore. What content should go where? Who'd decide that? Again, when the website _content_ admin disappears, the same problem. Should we _ever_ become major again, then we can have enough people to assign such "critical" services again with back-up man-power. > Also when your player base is relatively small failures in > critical services or major client turn-offs can have a more > drastic effect on the growth of the community. Right. > Netrek must survive! ;) I thought so for a long time, too, but then realized it will never disappear completely, just hibernate most of the time, until some archeolgogist uncovers it again and introduced a retro-phase. Clothing, hair-style, music-style... all this recycles in retro hypes ... games are too young for this ... but in some years netrek will re-rise. ;) -- ? Rado S. -- You must provide YOUR effort for your goal! Even if it seems insignificant, in fact EVERY effort counts for a shared task, at least to show your deserving attitude. From 007 at netrek.org Sun Jan 7 10:38:16 2007 From: 007 at netrek.org (Kurt Siegl) Date: Sun, 7 Jan 2007 17:38:16 +0100 Subject: [netrek-dev] Netrek The Gathering: The return of the legend Message-ID: <200701071738.17389.007@netrek.org> Hi Netrek Fans, This is the first anouncement for an great event: Netrek The Gathering: The return of the legend NASG 2007 Austria After more than a decade the legend returns to the roots. The european netrek community had its first international get-together in 1995 in Austria. It was a great success and started a series of gatherings in various European countries. With Netrek getting less attention and shrinking communities the gatherings stopped at the end of the last century. We like to reawake the good old tradition for a final? gathering and this time we invite the whole world to Austria for the big fun. Date: Summer 2007 (proposals for the exact days are welcome) Location: Austria Further Info under www.nasg2007.hargelsberg.at If you are interested please send a short note to 007 at netrek.org. If people from overseas, down under or anywhere else in the world like to use this opportunity for an additional Austria/Europe holiday trip, we would be glad to help you in finding the best locations. Please forward this information to as many (former) players you know. Kurt aka 007 -- Kurt Siegl / Hargelsberg, Austria Email: 007 at netrek.org URL: http://www.hargelsberg.at/nasg2007/ From quozl at us.netrek.org Mon Jan 8 22:30:07 2007 From: quozl at us.netrek.org (James Cameron) Date: Tue, 9 Jan 2007 15:30:07 +1100 Subject: [netrek-dev] darcs patch: fix_missing_template In-Reply-To: <1167974908.758469.16617.nullmailer@transmuter.real-time.com> References: <1167974908.758469.16617.nullmailer@transmuter.real-time.com> Message-ID: <20070109043007.GB12876@us.netrek.org> On Thu, Jan 04, 2007 at 11:28:28PM -0600, Bob Tanner wrote: > Thu Jan 4 23:15:08 CST 2007 Bob Tanner > * fix_missing_template Taken, applied, pushed, etc. Tagged 2007-09-01. tests/build-debian-pbuilder still fails, and I haven't figured out why yet. But it may relate to res-rsa. config.status: creating tools/setpath.csh config.status: creating include/config.h === configuring in res-rsa (/tmp/buildd/netrek-server-vanilla-2.12.0/res-rsa) configure: running /bin/sh ./configure '--prefix=' '--build=i486-linux-gnu' '--includedir=${prefix}/include' '--mandir=${prefix}/share/man' '--infodir=${prefix}/share/info' '--sysconfdir=/etc' '--localstatedir=/var' '--libexecdir=${prefix}/lib/netrek-server-vanilla' '--disable-maintainer-mode' '--disable-dependency-tracking' '--bindir=/usr/games' '--libdir=/usr/lib/netrek-server-vanilla' '--sysconfdir=/etc/netrek-server-vanilla' '--localstatedir=/var/lib/netrek-server-vanilla' 'build_alias=i486-linux-gnu' 'CC=cc' 'CFLAGS=-g -Wall -O2' 'LDFLAGS=' 'CPPFLAGS=' 'CXX=g++' 'CXXFLAGS=-g -Wall -O2' --cache-file=/dev/null --srcdir=. configure: warning: build_alias=i486-linux-gnu: invalid host type configure: warning: CC=cc: invalid host type configure: error: can only configure for one host and one target at a time configure: error: ./configure failed for res-rsa make: *** [config.status] Error 1 pbuilder: Failed autobuilding of package -> Aborting with an error -> unmounting dev/pts filesystem -> unmounting proc filesystem -> cleaning the build env -> removing directory /c/tmp/pbuilder/etch/build/695 and its subdirectories -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/ From netrek at gmail.com Thu Jan 11 17:54:31 2007 From: netrek at gmail.com (Zach) Date: Thu, 11 Jan 2007 18:54:31 -0500 Subject: [netrek-dev] need help with COW Message-ID: Trying to get COW 3 setup. I just followed instructions on this page: http://netrek.hwy.com.au/legacy.phtml It says to ask on the mailing list how to setup the high quality graphics [1] and sound [2] so can someone tell me how to do that? Also does anyone know where I can download a tarball of the COW_3_00pl3 source code? What is the latest version of COW? [1] http://netrek.hwy.com.au/clients/cow/pixmaps.tgz [2] http://netrek.hwy.com.au/clients/cow/COW-Sound.3.00.tar.gz Regards, Zach From netrek at gmail.com Thu Jan 11 17:59:05 2007 From: netrek at gmail.com (Zach) Date: Thu, 11 Jan 2007 18:59:05 -0500 Subject: [netrek-dev] cow gone Message-ID: can someone restore http://cow.netrek.org and point it to where the latest content is: http://genocide.netrek.org/cow/ until the website is fixed zach From netrek at gmail.com Thu Jan 11 21:36:35 2007 From: netrek at gmail.com (Zach) Date: Thu, 11 Jan 2007 22:36:35 -0500 Subject: [netrek-dev] Facefiles? Message-ID: Appears to be broken: http://facefiles.netrek.org/ I guess after the machine crash Erik never got a chance to set things up properly. Perhaps a Perler (Ahn?;-)) can fix the scripts/setup. When I tried searching by name it ran ffsearch.pl and said: #!/usr/bin/perl # C:\Perl\bin\perl.exe -w use CGI; [snip - there is tons of output, seems to echo the whole script] Next I tried listing all players by name, it ran ffsearch.php?allnames=yes and said: The requested URL /ffsearch.php was not found on this server. Same result when I tried searching by handle etc.. The Daily Face function also is not working correctly. There is no image being displayed. Zach From 007 at netrek.org Fri Jan 12 11:51:52 2007 From: 007 at netrek.org (Kurt Siegl) Date: Fri, 12 Jan 2007 18:51:52 +0100 Subject: [netrek-dev] need help with COW In-Reply-To: References: Message-ID: <200701121851.53349.007@netrek.org> On Friday 12 January 2007 00:54, Zach wrote: > Trying to get COW 3 setup. I just followed instructions on this page: > > http://netrek.hwy.com.au/legacy.phtml > > It says to ask on the mailing list how to setup the high quality graphics > [1] and sound [2] so can someone tell me how to do that? > > Also does anyone know where I can download a tarball of the > COW_3_00pl3 source code? The Cow source is located on sourceforge > What is the latest version of COW? The latest I did was COW 3.01 > [1] http://netrek.hwy.com.au/clients/cow/pixmaps.tgz > [2] http://netrek.hwy.com.au/clients/cow/COW-Sound.3.00.tar.gz Extract this files and set the coresponding directories in the .netrekrc file. # Sound is really cool, but anoing for others. sounddir: /usr/games/netrek/sounds sound: on # Nice Color Graphics pixmapDir: /usr/games/netrek/pixmaps Greetings, Kurt -- Kurt Siegl / Franzberg 4, A-4483 Hargelsberg, Austria Email: Kurt.Siegl at hargelsberg.at Tel (ISDN): *(7225)7017 URL: http://www.hargelsberg.at/siegl/kurt/ From netrek at gmail.com Sat Jan 13 21:42:28 2007 From: netrek at gmail.com (Zach) Date: Sat, 13 Jan 2007 22:42:28 -0500 Subject: [netrek-dev] ftp dirs? Message-ID: It's giving me permission denied error for: http://ftp.netrek.org/pub/netrek/mirrors/stuff/ http://ftp.netrek.org/pub/netrek/mirrors/risc/ http://ftp.netrek.org/pub/netrek/mirrors/info Zach From akb+lists.netrek-dev at mirror.to Thu Jan 18 00:49:11 2007 From: akb+lists.netrek-dev at mirror.to (Andrew K. Bressen) Date: Thu, 18 Jan 2007 01:49:11 -0500 Subject: [netrek-dev] meta 2 Message-ID: <0qtzyo6d94.fsf@lanconius.mirror.to> meta2 looks kinda hosed to me; pickled is listed three times; twice as empty, once with 1 player From netrek at gmail.com Thu Jan 18 05:29:39 2007 From: netrek at gmail.com (Zach) Date: Thu, 18 Jan 2007 06:29:39 -0500 Subject: [netrek-dev] meta 2 In-Reply-To: <0qtzyo6d94.fsf@lanconius.mirror.to> References: <0qtzyo6d94.fsf@lanconius.mirror.to> Message-ID: On 1/18/07, Andrew K. Bressen wrote: > > meta2 looks kinda hosed to me; pickled is listed three times; twice as > empty, once with 1 player Yeah it looks pretty bad now: http://img219.imageshack.us/img219/5896/meta2qx4.png Bill said something about Carlos needing to update it with the latest remove code. Zach From rogerborg at gmail.com Thu Jan 18 08:46:09 2007 From: rogerborg at gmail.com (Roger de Borg) Date: Thu, 18 Jan 2007 14:46:09 +0000 Subject: [netrek-dev] 3D client RFC Message-ID: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> Ahoy the list. Zach recently reminded me that Netrek is still struggling gamely on, and I've been re-discovering how much fun it is to play. Unfortunately, it still looks like total ass, even with the latest NetrekXP client, and configuration through netrek.rc is an absolute pain, even if you've done it before. I've started work on a simplified 3D bronco client, an announcement which, being old and cynical myself, I know will be met with a resounding "Meh" from everyone (else) who's heard it all before, or at best a "A multi-windowed 2D client representation is an implicit part of the game. IMPLICIT!". And yes, I know that a "3D" representation will for the most part be used to just display a top-down or nearly top-down view, but it *can* be used to produce beauty shots, and beauty shots can be put on websites to lure in unsuspecting noobs to feed the DD runnerscum, particularly if we can trick them into using some god-awful chase cam mode. ;) So, and purely FYI, the plan is: 1) Get NetrekXP compiled as C++, because we're in the Future now (done). 2) Run a single-window display-only 3D representation on the game alongside the classic windows (in progress, using Irrlicht because life's too short to write yet another a 3D renderer). 3) Take input from the 3D window, making it fully usable. 4) Once the game is fully playable in the 3D window, excise all the1980's 2D windows gubbins. Burn it, BURN IT, I say. 5) Remove all the other legacy code supporting OSes and features that maybe 2 people in the world still use (and still can, using their 1992 clients on their monochrome DECs), and replace it with an actual menu system with a key configuration screen. 6) Refresh as fast as possible, projecting (uncloaked) ship and torp positions between server updates to make it look less horribly stuttery. 7) Bleat and whine like a punctured bagpipe then give up in outraged disgust because nobody wants to model 40 ships that will end up looking pretty much like 2D bitmaps anyway when viewed from high above. With failure built right into the plan, I can't fail to fail, even if I succeed. Anyway. The primary R of this RFC is for suggestions about how to incorporate enough salient information for 95% of players into a single window. Take a moment to scream the requisite "OMG, INFOBORG HAXXORZ!", then we can go on. My intention is to have the tactical fill the whole window, with the playerlist overlayed in the bottom left, a single unified message window overlayed in the bottom right, and a (relatively small) galactic window overlayed in the top right. As normal, the galactic area will be usable for sending events. I intend to put as much known (i.e. not "infoborged") information on the screen as possible by default, to reduce the requirement to keep infoing planets and players. I feel that I may also want a full-screen galactic mode, as the galactic is the most important window. I mean, apart from the message window, which as we all know is the most important window. The most important apart from the playerlist, obviously. The other major possibility is to have the tactical fill a square viewport on the left 3/4 (or 9/16ths) of the screen, with the other 1/4rd or 7/9ths of the screen being used for galactic, playerlist and message-list stacked vertically. A square tactical avoids issues with aspect ratios or freaky camera frustrums, although I don't want to get too cute in a first version. Right, that's me done expounding the Grand Plan. "Meh", "Implicit!", "OMG INFOBORG HAXXORZ", or a world weary silence would all be appropriate at this point. Kind regards, -Colin MacDonald- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20070118/fe8f9198/attachment.htm From jjadeinc at hotmail.com Thu Jan 18 11:02:50 2007 From: jjadeinc at hotmail.com (Joe Evango) Date: Thu, 18 Jan 2007 11:02:50 -0600 Subject: [netrek-dev] 3D client RFC In-Reply-To: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> Message-ID: Is it really a "3D client" or a 2D client with better bitmaps and different window placements/sizes? What is your timeline for completing the first release? -Joe >From: "Roger de Borg" >Reply-To: Netrek Development Mailing List >To: netrek-dev at us.netrek.org >Subject: [netrek-dev] 3D client RFC > >And yes, I know that a "3D" representation will for the most part be used >to >just display a top-down or nearly top-down view, but it *can* be used to >produce beauty shots, and beauty shots can be put on websites to lure in >unsuspecting noobs to feed the DD runnerscum, particularly if we can trick >them into using some god-awful chase cam mode. ;) > >My intention is to have the tactical fill the whole window, with the >playerlist overlayed in the bottom left, a single unified message window >overlayed in the bottom right, and a (relatively small) galactic window >overlayed in the top right. As normal, the galactic area will be usable >for >sending events. I intend to put as much known (i.e. not "infoborged") >information on the screen as possible by default, to reduce the requirement >to keep infoing planets and players. > >I feel that I may also want a full-screen galactic mode, as the galactic is >the most important window. I mean, apart from the message window, which as >we all know is the most important window. The most important apart from >the >playerlist, obviously. > >The other major possibility is to have the tactical fill a square viewport >on the left 3/4 (or 9/16ths) of the screen, with the other 1/4rd or 7/9ths >of the screen being used for galactic, playerlist and message-list stacked >vertically. A square tactical avoids issues with aspect ratios or freaky >camera frustrums, although I don't want to get too cute in a first version. > >Right, that's me done expounding the Grand Plan. "Meh", "Implicit!", "OMG >INFOBORG HAXXORZ", or a world weary silence would all be appropriate at >this >point. > >Kind regards, > >-Colin MacDonald- >_______________________________________________ >netrek-dev mailing list >netrek-dev at us.netrek.org >http://mailman.us.netrek.org/mailman/listinfo/netrek-dev _________________________________________________________________ Get in the mood for Valentines? Day. View photos, recipes and more on your Live.com page. http://www.live.com/?addTemplate=ValentinesDay&ocid=T001MSN30A0701 From rogerborg at gmail.com Thu Jan 18 11:59:05 2007 From: rogerborg at gmail.com (Colin MacDonald) Date: Thu, 18 Jan 2007 17:59:05 +0000 Subject: [netrek-dev] 3D client RFC In-Reply-To: References: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> Message-ID: <37c7fe6a0701180959y70e3da74vc4a72b88566ddf88@mail.gmail.com> On 1/18/07, Joe Evango wrote: > > Is it really a "3D client" or a 2D client with better bitmaps and > different > window placements/sizes? Hi Joe, It's 3D, but I expect that the most common use - for existing players anyway - will be a top-down view that looks much like the existing tactical. Wacky camera angles or trailing or zooming (maybe speed-sensitive) cameras would certainly be possible, but at the expense of lowered competitiveness. The real purpose is that using a 3D renderer makes it easier to add in eye candy (yes, hiss in outrage!), and I feel that the the current clients are, while highly functional, simply too stone age for today's market. As per previous discussions on this list, I believe that potential players won't take the time to find out how good Netrek is under the skin, if the skin is all wrinkled and ancient. What is your timeline for completing the first release? > -Joe Approximately when it's done. I'm neither committing to a timescale nor looking for assistance, this is purely an FYI at this point. Due to Netrek's liberal use of globals and fixed size arrays, it's actually a breeze to implement, and I'm currently dodging torps in the 3D window (admittedly every ship is a WWII German destroyer and the torps are all pink blobs, but the principle is there). It's actually the front end, input, and text rendering that'll take the time, not to mention modelling the ships and eye candy, although given the scales involved, the models don't have to be particularly detailed. I should mention that I'm basing it on NetrekXP 2006, and will be developing it on Windows only, but using a very lightweight cross platform 3D engine (Irrlicht, or I might switch to its offspring, Lightfeather) that should allow easy porting to Linux and MacOS if it ever gets to the point where anyone is interested. Worst case, if nobody uses it but me, then it'll still be a satisfying project. Regards, -Colin- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20070118/9b56c43e/attachment.htm From williamb at its.caltech.edu Thu Jan 18 13:10:02 2007 From: williamb at its.caltech.edu (William Balcerski) Date: Thu, 18 Jan 2007 11:10:02 -0800 (PST) Subject: [netrek-dev] 3D client RFC In-Reply-To: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> References: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> Message-ID: > So, and purely FYI, the plan is: > > 1) Get NetrekXP compiled as C++, because we're in the Future now (done). Any comments to improve compile.txt, or was it as easy to compile as I hope it is? > My intention is to have the tactical fill the whole window, with the > playerlist overlayed in the bottom left, a single unified message window > overlayed in the bottom right, and a (relatively small) galactic window > overlayed in the top right. As normal, the galactic area will be usable for > sending events. I intend to put as much known (i.e. not "infoborged") > information on the screen as possible by default, to reduce the requirement > to keep infoing planets and players. > I played around with changing tactical size, here's the thing. If you go try and increase the range, ie display beyond a 20000x20000 galactic units window, you will have incomplete information, as weapons info is not sent beyond that range. So there is essentially a fog of war for weapons, but not ships. It can make weapons seem to appear out of nowhere. Mactrek has this problem I believe. If you instead increase the scale, keeping 20000x20000 galactic units but use higher resolution bitmaps, it drastically alters game play. If you increase the scale by 2, you get better graphics sure, but you also make phasers twice as long, torps move twice as fast. Screws up all a player's built in skill at dogfighting. I tried it out briefly, I did not like the feel at all. > I feel that I may also want a full-screen galactic mode, as the galactic is > the most important window. I mean, apart from the message window, which as > we all know is the most important window. The most important apart from the > playerlist, obviously. > Full screen galactic could be useful for observers, but never for a player, it would be flying blind. > Right, that's me done expounding the Grand Plan. "Meh", "Implicit!", "OMG > INFOBORG HAXXORZ", or a world weary silence would all be appropriate at this > point. > Don't worry about infoborg too much, army count for all planets displayed on tactical and galactic without using info key is probably out though (it's been rejected by the majority of the community and the RSA keyholder (Carlos) as not acceptable). Other than that, we've put in lots of things that were once called borg, so never hurts to try! And of course, a graphics update wouldn't hurt. But torps and ships move in 2d, I can see maybe a quasi-3d client, but full blown 3d? Nah. As soon as you start changing the viewable angle beyond top down, you both mess up distance perception as well as lose tactical information on objects on the 2d plane your ship is in that are blocked from the viewpoint of the camera by the 3d bulky representation of your ship. Bill From mark at mark.mielke.cc Thu Jan 18 09:44:17 2007 From: mark at mark.mielke.cc (mark at mark.mielke.cc) Date: Thu, 18 Jan 2007 10:44:17 -0500 Subject: [netrek-dev] 3D client RFC In-Reply-To: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> References: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> Message-ID: <20070118154416.GA17908@mark.mielke.cc> Meh. Seriously, though. Netrek 2D graphics do suck, and the information games are silly. The good players have memorized all the info anyways, so frequently hitting 'i' or 'I' is not an issue for them. The game should be designed for the average player - not for the expert player. The combination of having an elitist system as well as an archaic interface has slowly erroded the player base. I loved Netrek at one time. I play for about a week a year now, because the people generally aren't pleasant to be around, and it seems like a huge time sink for no benefit. Oh wait. The secret is out. Maybe I'm just getting older. I started playing Netrek was I was 12, back in 1991 or so. Cheers, mark -- mark at mielke.cc / markm at ncf.ca / markm at nortel.com __________________________ . . _ ._ . . .__ . . ._. .__ . . . .__ | Neighbourhood Coder |\/| |_| |_| |/ |_ |\/| | |_ | |/ |_ | | | | | | \ | \ |__ . | | .|. |__ |__ | \ |__ | Ottawa, Ontario, Canada One ring to rule them all, one ring to find them, one ring to bring them all and in the darkness bind them... http://mark.mielke.cc/ From akb+lists.netrek-dev at mirror.to Thu Jan 18 23:22:07 2007 From: akb+lists.netrek-dev at mirror.to (Andrew K. Bressen) Date: Fri, 19 Jan 2007 00:22:07 -0500 Subject: [netrek-dev] 3D client RFC In-Reply-To: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> (Roger de Borg's message of "Thu, 18 Jan 2007 14:46:09 +0000") References: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> Message-ID: <0qejpr616o.fsf@lanconius.mirror.to> It's an interesting idea. I really like the movement interpolation concept, and better eye candy would be great. > their monochrome DECs), and replace it with an actual menu system with a key > configuration screen. being able to save named keymaps and trade them would be cool. > With failure built right into the plan, I can't fail to fail, even if I > succeed. That is a brilliant observation. And if failure is a goal, you can't help but succeed. > The other major possibility is to have the tactical fill a square viewport > on the left 3/4 (or 9/16ths) of the screen, with the other 1/4rd or 7/9ths > of the screen being used for galactic, playerlist and message-list stacked > vertically. A square tactical avoids issues with aspect ratios or freaky > camera frustrums, although I don't want to get too cute in a first version. that offhand sounds a little more workable, though overlays for ship status would prolly still be worthwhile. you could also leave just a bit of space under the tac to put something. But overlays for instrumentation. Big, legible fuel and damage gauges. I think users should be able to control layout to some degree; one layout does not work for all users. I've often wished for the ability to drag and resize my windows. And then save them in a named fashion and have some way to share them with other folks. If you do the lots-of-overlays approach, windowshading would be nice. personally, I'd find playing with a unified message window to be pretty nasty; I really don't want the ALL flamage intruding. how would you do the popups? (war declarations, network info, rank requirements) as translucent overlays? Buttons to pop them up and pull them back would be cool, and the buttons and overlays could be color-coded to match each other. the two things I remember really liking about the graphics of the star trek the motion picture coin-op video game were the counter-rotating phaser lock rings and the sort of diamond net grid that popped up when you got hit. Having the whole screen have some kind of overlay or color shift when you get hit might be cool, and some kind of eyecandy to distinguish successful phaser hits from misses. when you hit a cloaker, you could maybe see a hazy shape or something (yeah, the shape couldn't be made to match the ship type, but it could still be made to look cool...). I guess popping up damage inflicted, or even altering the graphic based on damage, would be too borgy. As would having increasing numbers of randomized soundbites the more damage you took (people yelling things like "hull breach on deck 4! seal the bulkheads!") your mentioning the navy ships graphics made me think alternate graphic sets could be pretty funny. Elmer Fudd = AS, Yosemite Sam = BB, Bugs = CA, Daffy = DD, Roadrunner = SC, Taz = SB. could the sucker be made to do paradise, or at least have hooks for future expansion? I know there's an opengl client for conquest; perhaps it's worth looking at for visual ideas. --akb From akb+lists.netrek-dev at mirror.to Fri Jan 19 02:34:36 2007 From: akb+lists.netrek-dev at mirror.to (Andrew K. Bressen) Date: Fri, 19 Jan 2007 03:34:36 -0500 Subject: [netrek-dev] 3D client RFC In-Reply-To: (William Balcerski's message of "Thu, 18 Jan 2007 11:10:02 -0800 (PST)") References: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> Message-ID: <0qac0f5s9v.fsf@lanconius.mirror.to> William Balcerski writes: > I played around with changing tactical size, here's the thing. If you go > try and increase the range, ie display beyond a 20000x20000 galactic units > window, you will have incomplete information, as weapons info is not sent > beyond that range. So there is essentially a fog of war for weapons, but > not ships. It can make weapons seem to appear out of nowhere. Mactrek > has this problem I believe. ideas: (1) Shade the weapons with distance, so that they seem to fade away (2) Have weapons at middle distance be rendered in a different fashion, as if you could see close strikes but middle distance would look more "computerfied" with maybe some vector lines, as if your ship's systems had to infer that data, and then no weapons info past that (3) an equivalent to det circle; some kind of "fishbowl" shading overlay surround that makes the range limit visible (speaking of which, will this have a det circle? you could instead somehow strobe or rotate colors on incoming torps so that you could estimate how close they are...) > Don't worry about infoborg too much, army count for all planets displayed > on tactical and galactic without using info key is probably out though I can think of a hellish lot of borg stuff. Overlay player login handle on ships. Highlight ships with kills. Damage and fuel estimates next to enemies. Ew. >... Other than that, we've put in lots of > things that were once called borg, so never hurts to try! Out of curiousity, what? Det circle and AGRIcaps I know, what else? One key lock-and-twarp? Overloaded bomb/beam-up key? --akb From rogerborg at gmail.com Fri Jan 19 07:06:42 2007 From: rogerborg at gmail.com (Colin MacDonald) Date: Fri, 19 Jan 2007 13:06:42 +0000 Subject: [netrek-dev] 3D client RFC In-Reply-To: References: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> Message-ID: <37c7fe6a0701190506p5c75dc9bj31df6324a2ea80a8@mail.gmail.com> On 1/18/07, William Balcerski wrote: > > > So, and purely FYI, the plan is: > > > > 1) Get NetrekXP compiled as C++, because we're in the Future now (done). > Any comments to improve compile.txt, or was it as easy to compile as I > hope it is? Hi Bill, thanks for your interest. The C++ conversion wasn't that bad: 1) Decorated the uses of C++ keywords (new / delete) being as variable names 2) Changed the use of enum dist_type parameters and variables to ints, as enums don't provide range checking, so the type casting required was more of a hindrance than a help. 3) Added a (W_Event * unused) parameter to all the key handlers that were taking void (and changed the definition). 4) The struct packet_handler handlers[] also needed sorting. I'm just casting the handler functions to (void(*)(void *)) in the array initialisation. 5) I left the rsa_box*.c files as C, as they're auto-generated, and all of the mpz_foo_bar functions that they call are implemented in a C compiled library. I cheated a bit and moved the key_name[] etc variables out to main.cpp to avoid name mangling issues, although that was mostly laziness. 6) No doubt some other things that I've forgotten, but it was only a couple of hours work, starting more or less from cold. I played around with changing tactical size, here's the thing. If you go > try and increase the range, ie display beyond a 20000x20000 galactic units > window, you will have incomplete information, as weapons info is not sent > beyond that range. So there is essentially a fog of war for weapons, but > not ships. It can make weapons seem to appear out of nowhere. A bit of fiddling with actual fog might ameliorate that. I'm not planning on letting the viewable area get much above the current tactical size anyway, as that produces tiny ships, unless I scale them up, which leads to... > has this problem I believe. If you instead increase the scale, keeping > 20000x20000 galactic units but use higher resolution bitmaps, it > drastically alters game play. If you increase the scale by 2, you get > better graphics sure, but you also make phasers twice as long, torps move > twice as fast. Screws up all a player's built in skill at dogfighting. I > tried it out briefly, I did not like the feel at all. To be honest, I fully expect existing players to hate this client. It's going to look like Netrek-lite and is really intended for players who wouldn't otherwise consider Netrek as a viable candidate for their gaming time. Full screen galactic could be useful for observers, but never for a > player, it would be flying blind. Is there any reason why a full screen galactic couldn't show phasers, torps and ship directions? OMG INFOBORG aside, I mean? The client already has that info; it's purely a convention that we don't see it on the galactic. > Don't worry about infoborg too much, army count for all planets displayed > on tactical and galactic without using info key is probably out though > (it's been rejected by the majority of the community and the RSA keyholder > (Carlos) as not acceptable). Really? It's information that's sent to the client, so I hadn't considered that showing it would be considered an exploit. Out of interest, I note that pickled and continuum aren't enforcing RSA checks at the moment, which makes development a lot easier. Any idea why that is? Incidentally, while I'm strictly white-hat now, I know from experience that writing an RSA-busting client is about a day's work. I'll elaborate off-list if anyone's interested, but as I don't see an obvious solution to the attack, it's not something that I feel would benefit from being publically disclosed. > And of course, a graphics update wouldn't hurt. But torps and ships move > in 2d, I can see maybe a quasi-3d client, but full blown 3d? Nah. As soon > as you start changing the viewable angle beyond top down, you both mess up > distance perception as well as lose tactical information on objects > on the 2d plane your ship is in that are blocked from the viewpoint of the > camera by the 3d bulky representation of your ship. Yes, it will suck for playing using anything but a strictly top-down, zoomed-out camera. Fortunately for me, I'm free beer anyway, so it can hardly make me much worse. Also, is having a plentiful supply of food a problem for people who don't use it? ;) Regards, -Colin- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20070119/c7164355/attachment.htm From akb+lists.netrek-dev at mirror.to Sat Jan 20 02:13:00 2007 From: akb+lists.netrek-dev at mirror.to (Andrew K. Bressen) Date: Sat, 20 Jan 2007 03:13:00 -0500 Subject: [netrek-dev] 3D client RFC In-Reply-To: <37c7fe6a0701190506p5c75dc9bj31df6324a2ea80a8@mail.gmail.com> (Colin MacDonald's message of "Fri, 19 Jan 2007 13:06:42 +0000") References: <37c7fe6a0701180646s359c5c3ct7fa29c0bdeea7087@mail.gmail.com> <37c7fe6a0701190506p5c75dc9bj31df6324a2ea80a8@mail.gmail.com> Message-ID: <0qsle63ylv.fsf@lanconius.mirror.to> "Colin MacDonald" writes: >> Don't worry about infoborg too much, army count for all planets displayed >> on tactical and galactic without using info key is probably out though >> (it's been rejected by the majority of the community and the RSA keyholder >> (Carlos) as not acceptable). > Really? It's information that's sent to the client, so I hadn't considered > that showing it would be considered an exploit. if a det circle can be considered borg by some... > Out of interest, I note that pickled and continuum aren't enforcing RSA > checks at the moment, which makes development a lot easier. Any idea why > that is? the new mac client; not sure it's done with RSA teething pains. --akb From narcis at luky.nl Sun Jan 21 07:25:37 2007 From: narcis at luky.nl (Narcis) Date: Sun, 21 Jan 2007 14:25:37 +0100 Subject: [netrek-dev] netrek-dev Digest, Vol 23, Issue 12 In-Reply-To: References: Message-ID: <8B2EABFB-1070-42E7-B426-FAE843F12181@luky.nl> > > the new mac client; not sure it's done with RSA teething pains. > > --akb > Should be, though we never tested it outside our test server (2.10.something) but worked fine there Requires users to upgrade to 1.1.0 though regards Chris From netrek at gmail.com Sun Jan 21 18:04:11 2007 From: netrek at gmail.com (Zach) Date: Sun, 21 Jan 2007 19:04:11 -0500 Subject: [netrek-dev] netrek-dev Digest, Vol 23, Issue 12 In-Reply-To: <8B2EABFB-1070-42E7-B426-FAE843F12181@luky.nl> References: <8B2EABFB-1070-42E7-B426-FAE843F12181@luky.nl> Message-ID: Hi Chris, I've been seeing a lot of MacTrek users since Apple listed the client on it's games page. Yesterday alone I saw 10 unique MacTrek players on 3 different servers. Zach From akb+lists.netrek-dev at mirror.to Tue Jan 23 20:14:10 2007 From: akb+lists.netrek-dev at mirror.to (Andrew K. Bressen) Date: Tue, 23 Jan 2007 21:14:10 -0500 Subject: [netrek-dev] netrek-dev Digest, Vol 23, Issue 12 In-Reply-To: (Zach's message of "Sun, 21 Jan 2007 19:04:11 -0500") References: <8B2EABFB-1070-42E7-B426-FAE843F12181@luky.nl> Message-ID: <0q8xft41e5.fsf@lanconius.mirror.to> Zach writes: > I've been seeing a lot of MacTrek users since Apple listed the client > on it's games page. Yesterday alone I saw 10 unique MacTrek players on > 3 different servers. any of them read? any of them stay? From quozl at us.netrek.org Tue Jan 23 22:08:36 2007 From: quozl at us.netrek.org (James Cameron) Date: Wed, 24 Jan 2007 15:08:36 +1100 Subject: [netrek-dev] kathy sierra Message-ID: <20070124040836.GE11069@us.netrek.org> Some of the developers recently attended linux.conf.au, and one of the inspiring talks of relevance to Netrek is ... http://mirror.linux.org.au/pub/linux.conf.au/2007/video/friday/Friday_0900_Sierra_camera1.ogg Only a hundred or so megabytes. ;-) The real talk starts about ten minutes in. http://en.wikipedia.org/wiki/Kathy_Sierra -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/ From netrek at gmail.com Tue Jan 23 22:24:04 2007 From: netrek at gmail.com (Zach) Date: Tue, 23 Jan 2007 23:24:04 -0500 Subject: [netrek-dev] kathy sierra In-Reply-To: <20070124040836.GE11069@us.netrek.org> References: <20070124040836.GE11069@us.netrek.org> Message-ID: On 1/23/07, James Cameron wrote: > Some of the developers recently attended linux.conf.au, and one of the > inspiring talks of relevance to Netrek is ... > > http://mirror.linux.org.au/pub/linux.conf.au/2007/video/friday/Friday_0900_Sierra_camera1.ogg > > Only a hundred or so megabytes. ;-) The real talk starts about ten > minutes in. Heh. For those of us on dialup can you please give a precis of the talk and it's relevance to netrek? I see next year's conference is already planned: http://lca2007.linux.org.au/ > http://en.wikipedia.org/wiki/Kathy_Sierra Wonder if she was involved with Sierra Online and the Sierra game company. Zach From netrek at gmail.com Tue Jan 23 22:42:14 2007 From: netrek at gmail.com (Zach) Date: Tue, 23 Jan 2007 23:42:14 -0500 Subject: [netrek-dev] netrek-dev Digest, Vol 23, Issue 12 In-Reply-To: <0q8xft41e5.fsf@lanconius.mirror.to> References: <8B2EABFB-1070-42E7-B426-FAE843F12181@luky.nl> <0q8xft41e5.fsf@lanconius.mirror.to> Message-ID: On 1/23/07, Andrew K. Bressen wrote: > > any of them read? Out of the bunch I've seen about 1/3 that appear to read and 2 that responded. > any of them stay? Yes I've seen 3-4 of them make characters and have seen them playing the past few days. Hope they stick with it. Zach From akb+lists.netrek-dev at mirror.to Wed Jan 24 03:29:30 2007 From: akb+lists.netrek-dev at mirror.to (Andrew K. Bressen) Date: Wed, 24 Jan 2007 04:29:30 -0500 Subject: [netrek-dev] two minor mactrek issues Message-ID: <0qzm883h8l.fsf@lanconius.mirror.to> First, I submitted a bug on sourceforge because mactrek isn't checking hogcalls to make sure they are coming to its slot. This means that when the server sends a timer warning message to the ALL board, the client replies with a hog call answer back to the board. Secondly, jrd notes that the client seems to send the message "Active" sometimes. I see sixteen instances in about 439k lines of log, so it can't be happening terribly often. I didn't submit this on sourceforge because I haven't personally verified it's the mac client emitting this message, and it also occurs to me that this might have been a 1.0 thing that's fixed already. Also, I added the mac default keymap to the dev wiki in case folks want a ref copy to use to help out newbs. From quozl at us.netrek.org Wed Jan 24 06:36:24 2007 From: quozl at us.netrek.org (James Cameron) Date: Wed, 24 Jan 2007 23:36:24 +1100 Subject: [netrek-dev] two minor mactrek issues In-Reply-To: <0qzm883h8l.fsf@lanconius.mirror.to> References: <0qzm883h8l.fsf@lanconius.mirror.to> Message-ID: <20070124123624.GB23708@us.netrek.org> Yeah, I've seen "Active" too. It does not seem to affect their ability to play. -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/ From netrek at gmail.com Wed Jan 24 06:50:28 2007 From: netrek at gmail.com (Zach) Date: Wed, 24 Jan 2007 07:50:28 -0500 Subject: [netrek-dev] two minor mactrek issues In-Reply-To: <20070124123624.GB23708@us.netrek.org> References: <0qzm883h8l.fsf@lanconius.mirror.to> <20070124123624.GB23708@us.netrek.org> Message-ID: On 1/24/07, James Cameron wrote: > Yeah, I've seen "Active" too. Same here. More annoying is the client version string sent to ALL. I noticed it sending it twice recently (one after the other). 3 MacTrek players connected and the ALL board was spammed with 6 version strings in 5 minutes. Not a big deal though. > It does not seem to affect their ability to play. How about a server-side feature where if a player has not moved there ship in 5 minutes it will say "Passive" on ALL :) Zach From jjadeinc at hotmail.com Wed Jan 24 10:05:28 2007 From: jjadeinc at hotmail.com (Joe Evango) Date: Wed, 24 Jan 2007 10:05:28 -0600 Subject: [netrek-dev] Question about steering with the Mac client In-Reply-To: Message-ID: Does anyone know what key to press to steer when using a one button mouse? I understand the easiest solution is to connect a two button mouse but I have seen several instances in that past couple weeks where users are using a one button mouse and can't steer. Thanks, Joe _________________________________________________________________ From karthik at karthik.com Wed Jan 24 14:58:23 2007 From: karthik at karthik.com (Karthik Arumugham) Date: Wed, 24 Jan 2007 15:58:23 -0500 Subject: [netrek-dev] netrek-dev Digest, Vol 23, Issue 15 In-Reply-To: References: Message-ID: <791FCFB3-448C-44A5-AF71-39867E59009D@karthik.com> > Yeah, I've seen "Active" too. > > It does not seem to affect their ability to play. The "Active" is because the message box for some reason defaults to having "Active" in it. So if you click in it and hit return without deleting that text, you send an "Active" out. From quozl at us.netrek.org Wed Jan 24 15:15:40 2007 From: quozl at us.netrek.org (James Cameron) Date: Thu, 25 Jan 2007 08:15:40 +1100 Subject: [netrek-dev] netrek-dev Digest, Vol 23, Issue 15 In-Reply-To: <791FCFB3-448C-44A5-AF71-39867E59009D@karthik.com> References: <791FCFB3-448C-44A5-AF71-39867E59009D@karthik.com> Message-ID: <20070124211540.GB3921@us.netrek.org> On Wed, Jan 24, 2007 at 03:58:23PM -0500, Karthik Arumugham wrote: > The "Active" is because the message box for some reason defaults to > having "Active" in it. So if you click in it and hit return without > deleting that text, you send an "Active" out. Woot. One for the FAQ. Who is maintaining the FAQ? ;-) -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/ From akb+lists.netrek-dev at mirror.to Thu Jan 25 02:01:04 2007 From: akb+lists.netrek-dev at mirror.to (Andrew K. Bressen) Date: Thu, 25 Jan 2007 03:01:04 -0500 Subject: [netrek-dev] bad bug Message-ID: <0qhcuf358f.fsf@lanconius.mirror.to> It should be noted that tonite's overall very successful clue game did manifest an apparently known bug which I haven't seen mentioned before. The bug apparently is that the server is a bit confused about armies, observers, and ghostbusts. if you are observing someone, and that person has N armies, and you get ghostbusted, the server drops N armies on the homeworld of the person you were watching, as if they and not the observer had busted. Is there a bug-tracking system for the bronco/inl server this should get entered into? --akb From narcis at luky.nl Thu Jan 25 12:45:25 2007 From: narcis at luky.nl (Narcis) Date: Thu, 25 Jan 2007 19:45:25 +0100 Subject: [netrek-dev] MacTrek issues In-Reply-To: References: Message-ID: <61750D12-4BEC-4CD8-BD19-0D3AE52C79AC@luky.nl> > > On 1/23/07, Andrew K. Bressen wrote: >> >> any of them read? > > Out of the bunch I've seen about 1/3 that appear to read and 2 that > responded. > >> any of them stay? > > Yes I've seen 3-4 of them make characters and have seen them playing > the past few days. Hope they stick with it. Same here, after all that was the whole point of creating a new client :-) > First, I submitted a bug on sourceforge because mactrek isn't checking > hogcalls to make sure they are coming to its slot. This means that > when > the server sends a timer warning message to the ALL board, the > client replies > with a hog call answer back to the board. 1.1.0 has a bug that it responds to any five spaces anywhere in the string, should be fixed in the next version though. > Secondly, jrd notes that the client seems to send the message "Active" > sometimes. I see sixteen instances in about 439k lines of log, so > it can't be happening terribly often. I didn't submit this on > sourceforge > because I haven't personally verified it's the mac client emitting > this > message, and it also occurs to me that this might have been a 1.0 > thing > that's fixed already. It's the default text in the dialog window, if a user clicks it and presses enter, it gets send. I could improve on that :-) there is also a problem with mouse focus once in input mode the textbox "captures" the users, so far i always needed to fire a torp to get control back (not very elegant) > Also, I added the mac default keymap to the dev wiki in case folks > want > a ref copy to use to help out newbs. Good idea! > Does anyone know what key to press to steer when using a one button > mouse? > > I understand the easiest solution is to connect a two button mouse > but I > have seen several instances in that past couple weeks where users > are using > a one button mouse and can't steer. in mactrek ? k (who else would have a single button mouse?) Regards Chris From quozl at us.netrek.org Thu Jan 25 20:10:19 2007 From: quozl at us.netrek.org (James Cameron) Date: Fri, 26 Jan 2007 13:10:19 +1100 Subject: [netrek-dev] bad bug (ghostbust of observer of carrier results in armies placed on home planet) In-Reply-To: <0qhcuf358f.fsf@lanconius.mirror.to> References: <0qhcuf358f.fsf@lanconius.mirror.to> Message-ID: <20070126021019.GC19008@us.netrek.org> On Thu, Jan 25, 2007 at 03:01:04AM -0500, Andrew K. Bressen wrote: > if you are observing someone, and that person has N armies, > and you get ghostbusted, the server drops N armies on the > homeworld of the person you were watching, as if they and > not the observer had busted. An attempt to fix this was made several years ago, but the fix was defective. In the past few months I had another go and found several places to fix this. The changes are in the current code base. So I really really want to know what code base was used for that clue game! > Is there a bug-tracking system for the bronco/inl server this should > get entered into? I believe it is already fixed. But your question is important for future bugs. Mailing list is best. Another place is the PROJECTS or BUGS file in the source repository. But if you really want a bug-tracking system, use http://trac.us.netrek.org/projects/netrek-server/ ... we need developers willing to use that before it becomes useful. -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/ From netrek at gmail.com Sat Jan 27 01:09:52 2007 From: netrek at gmail.com (Zach) Date: Sat, 27 Jan 2007 02:09:52 -0500 Subject: [netrek-dev] stats for inl.psychosis.net Message-ID: in last game the stats went into "unknown" directory, make symlink to to point inl.psychosis.net stats into twink.crackaddict.com directory or add inl.psychosis.net directory? zach From quozl at us.netrek.org Sat Jan 27 18:01:16 2007 From: quozl at us.netrek.org (James Cameron) Date: Sun, 28 Jan 2007 11:01:16 +1100 Subject: [netrek-dev] darcs get http://genocide.netrek.org/ Message-ID: <20070128000116.GB5142@us.netrek.org> G'day, While I don't want to hinder the plans for the wiki, we're suffering from lagged information now, so I've done a darcs init and add in the genocide content tree. Not all files are added. Those interested in contributing to either netrek.org, the wiki, or genocide.netrek.org, now have an additional source of content to work from. You will need the following expertise in order to contribute: - HTML, - CSS, - PHP, - darcs, - a place to publish your repository via HTTP. This eliminates many potential contributors, but some of you may be able to do something. Those working on the development Wiki, please continue to do so, I like what I see. -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/ From netrek at gmail.com Wed Jan 31 07:15:30 2007 From: netrek at gmail.com (Zach) Date: Wed, 31 Jan 2007 08:15:30 -0500 Subject: [netrek-dev] stats archive timestamps? Message-ID: Having a hard time telling when a given game was played since all the directories and file timestamps now that I checked have the same date of "27-OCT-2005". I guess the files were restored from backup on that date but the original timestamps were not preserved? Anyway to get the files at least all showing the correct year and month they are from? Zach From jjadeinc at hotmail.com Wed Jan 31 13:02:28 2007 From: jjadeinc at hotmail.com (Joe Evango) Date: Wed, 31 Jan 2007 13:02:28 -0600 Subject: [netrek-dev] Update metaservers to report true player counts on pickled? Message-ID: Looks like pickled will be down at least a couple days. Can we get it reset on the metaservers so it isn't showing as having 12 people on it? At least have it show as having 0 people until it is back up? When it went down yesterday it had 12 people playing on it and now the metaservers appear stuck in reporting pickled as still having 12 people on it. It is putting it at the top of the metaserver listing and takes a while to timeout. -Joe _________________________________________________________________ Laugh, share and connect with Windows Live Messenger http://clk.atdmt.com/MSN/go/msnnkwme0020000001msn/direct/01/?href=http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-us&source=hmtagline From quozl at us.netrek.org Wed Jan 31 15:39:58 2007 From: quozl at us.netrek.org (James Cameron) Date: Thu, 1 Feb 2007 08:39:58 +1100 Subject: [netrek-dev] stats archive timestamps? In-Reply-To: References: Message-ID: <20070131213958.GB4299@us.netrek.org> This is a normal problem with backup and restore ... yes it is possible to restore the dates at the time, and it is also possible to restore them now, but you'd have to have a directory listing showing what they were. I don't think the dates should merely be fudged to the correct year and month ... there's no way to specify accuracy on those dates. -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/ From quozl at us.netrek.org Wed Jan 31 15:54:41 2007 From: quozl at us.netrek.org (James Cameron) Date: Thu, 1 Feb 2007 08:54:41 +1100 Subject: [netrek-dev] Update metaservers to report true player counts on pickled? In-Reply-To: References: Message-ID: <20070131215441.GC4299@us.netrek.org> Fixed on my metaserver. It will no longer list any active server with information older than an hour, so as to catch this situation should it happen again. You can see the code change in darcs ... http://james.tooraweenah.com/cgi-bin/darcs.cgi/netrek-metaserver/?c=diff&p=20070131214932-e4f26-459bd9b235b23d48aecfe7e7dfb44f9008fbe389.gz -- James Cameron mailto:quozl at us.netrek.org http://quozl.netrek.org/