On Sun, Apr 3, 2011 at 11:00 AM, Karl Goetz <[email protected]> wrote: > On Sat, 2 Apr 2011 21:59:59 -0700 > I've left all the CCs in; should they all be maintained, or can some be > dropped? > > [...] > ./binaries/data/tests/collada/sphere.pmd > - its a data file, and i can't see a free software tool to open this.
It's the game's custom format for mesh data (http://trac.wildfiregames.com/wiki/PMD_File_Format). (Old models only exist in .pmd format. New models exist in editable Collada (.dae) format in SVN, and the game automatically converts and caches as .pmd for more efficient loading. That particular tests/collada/sphere.pmd file is just used for tests of the cache loading code - the other .pmd files are inside public.zip.) > ./libraries/spidermonkey-tip/src/js.mdp > - its a data file, and i can't see a free software tool to open this. It'd be best for the game to not bundle a copy of SpiderMonkey (so this becomes somebody else's problem). I think that should be possible now, since https://bugzilla.mozilla.org/show_bug.cgi?id=628723 gives a relatively stable modern version - just need to do a bit of work to port the game to the latest version of the API. I can probably get that done for the next alpha release of the game. > ./binaries/data/tools/fontbuilder/fonts/* > - this doesn't appear in d/copyright; because they're not installed > from here? > - i note that there is a comment in there to this effect "The > Converted... fonts were produced by opening the originals in FontForge > 20090923, changing the names, and exporting as TrueType.". problem for > debian? Those files aren't used in the build or installation at all, they're just used by an offline tool that converts them to PNGs (so it was convenient to keep the original font files in SVN and they're not explicitly excluded from the release tarballs). > ./binaries/data/mods/public/public.zip > - is this meant to be sitting around as a zip, or extracted by > something at unpack? Could this be related to the lack of files in > binaries/data/mods/ ? The copyright file says there is an art/ and an > audio/ dir in there. It's meant to be installed as a zip (kind of like Quake's PK3 files). The game's LICENSE.txt file refers to paths in SVN (where they're not in a zip). The release-building process finds all the files in binaries/data/mods/public/, does some format conversions (PNG -> DDS etc), then saves everything into public.zip. Any suggestions on how to state the copyright status more clearly? > ./libraries/fcollada/src/FCollada/FColladaTest/Samples/Copyright.txt > ./libraries/fcollada/src/FCollada/FColladaTest/Samples/Eagle.DAE > - according to the Copyright file, Eagle.DAE is non-free. It'd be best for the game to not bundle a copy of FCollada. See http://trac.wildfiregames.com/ticket/562 - I don't know how long it's likely to be before that's integrated and working, though. In the meantime, it's safe to delete those files from a release (since the FCollada tests don't get run automatically; they're only useful when people are developing FCollada itself). -- Philip Taylor [email protected] -- To UNSUBSCRIBE, email to [email protected] with a subject of "unsubscribe". Trouble? Contact [email protected] Archive: http://lists.debian.org/[email protected]

