Bug#729101: nexuiz: Bots freeze in place when they die

2013-12-09 Thread David Bate
On Thursday 05 December 2013 09:52:06 David Bate wrote:
 OK, I can reproduce it now.  In fact not only are there no death
 animations, I get no animations at all.

After looking at the commits in between our releases, I see that there 
has been some work on the animation system (which is not surprising 
because it is a new feature in Xonotic). Two cvars control this 
behaviour.  Could you see if setting

r_glsl_skeletal 0
OR
r_batch_debugdynamicvertexpath 1

fixes the issue?  (Note that you will need to reset the first to see 
if the second fixes the problem, darkplaces remembers your previous 
choices).  These commands need to be entered into the in game console, 
` should open this.  There is tab completion.

Both of these fix the problem for me.  If they work for you I will 
look into which is the best for us to activate as default.

Thank you,
David


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Bug#729101: nexuiz: Bots freeze in place when they die

2013-12-05 Thread David Bate
OK, I can reproduce it now.  In fact not only are there no death 
animations, I get no animations at all.

The log is not revealing: you have many divide by zero errors, which I 
do not receive, and some error about missing animation timings which I 
thought would be the problem.  However, this error also appears when 
down grading darkplaces to the version in stable (for which the bug 
does not occur) and I think it refers to a previous animation system.

I will look further into the problem.

David

On Sunday 17 November 2013 19:03:00 Benjamin Redelings wrote:
 I remove the .nexuiz directory, and started over.  This problem does
 not occur on any level below 'Starship', although players
 periodically get stuck and cannot move.
 
 I attached the requested log file for playing on Starship.  Does
 this shed any light on the issue?
 
 -BenRI


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Bug#729101: nexuiz: Bots freeze in place when they die

2013-11-08 Thread David Bate
Hi Ben,

Thank you for taking the time to submit this bug.

However, I cannot reproduce the bug with several different random 
games with bots (using the same version of nexuiz-data and darkplaces 
that you reported the bug against).  Upon death bots either gib or 
fall over and eventually disappear.

Could you try running the game using

nexuiz -developer -condebug

and attaching the log file (should be at ~/.nexuiz/data/qconsole.log).  
That may help us find a solution.

David

On Friday 08 November 2013 21:07:25 Benjamin Redelings I wrote:
 Package: nexuiz
 Version: 2.5.2+dp-2
 Severity: normal
 
 Dear Maintainer,
 
 When bots get killed, they freeze in place and spawn anothe copy.
 The game is thus littered with the frozen bodies of dead bots.
 Presumably this is the result of updating the darkplaces engine,
 and either picking up a bug in darkplaces, or exposing a previously
 hidden bug in nexuiz.
 
 -Ben benjamin.redeli...@duke.edu
 
 -- System Information:
 Distributor ID:   Ubuntu
 Description:  Ubuntu GNU/Linux experimental (sid)
 Release:  experimental
 Codename: sid
 Architecture: amd64 (x86_64)
 Foreign Architectures: i386
 
 Kernel: Linux 3.11-1-amd64 (SMP w/12 CPU cores)
 Locale: LANG=en_US.UTF-8, LC_CTYPE=en_US.UTF-8 (charmap=UTF-8)
 Shell: /bin/sh linked to /bin/dash
 
 Versions of packages nexuiz depends on:
 ii  darkplaces   0~20130304+svn11952-1
 ii  nexuiz-data  2.5.2-6
 
 Versions of packages nexuiz recommends:
 ii  nexuiz-music  2.5.2-6
 
 Versions of packages nexuiz suggests:
 pn  xqf  none
 
 -- no debconf information
 
 ___
 Pkg-games-devel mailing list
 pkg-games-de...@lists.alioth.debian.org
 http://lists.alioth.debian.org/cgi-bin/mailman/listinfo/pkg-games-de
 vel


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Bug#693637: retitle

2013-09-27 Thread David Bate
Control: retitle -1 RFP: netradiant-q3map2 -- a quake 3 map compiler

I have not really got to work on this yet, and may not happen soon.  
Changing to RFP.


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Bug#646377: Xonotic packaging for new games team members (was Nexuiz 2.5.2-7)

2013-09-27 Thread David Bate
On Friday 27 September 2013 23:17:06 Anton Balashov wrote:
 Hi, Simon.
 Thank you for detailed response! I agree, this reason is not enough
 for upload the new version.
 I wish know that earlier :) Anyway, I got some experience..
 About Xonotic packaging: I have week packaging skills yet and
 Xonotic is a big project. Don't know, could I be useful?.. I'll
 think and maybe will ask David Bate.
 
 
 Thanks you.
 Anton.

Hi Anton,

In the whole Xonotic is big, but we can split it up and it becomes 
much easier :).  The problem is that it is too big for me alone...

Currently the engine that Xonotic uses (Darkplaces) is upto date in 
sid.  The next step is to package

1. gmqcc RFP: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=712125
a new QuakeC compiler used in Xonotic, or
2. q3map2 RFP: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=693637
the map compiler.

After a quick look, gmqcc looks like a good starting point to learn 
how to package.  I would be willing to help and even have a very quick 
start on the package that I can share if you take up the challenge.

q3map2 could be another start, though the upstream tarball has to be 
cleaned before it is suitable for Debian and so requires (a little) 
more work.
- Possibly we could use the UFO:AI map compiler that is not yet in 
Debian, but looks like it could be soon.  This has the potential of 
completely not working, or producing maps that are somehow not 
compatible with upstream Xonotic (?) but it would reduce clutter and 
maybe our work load.
- Another option would be to skip compiling the maps for a first 
packaging and use the ones provided upstream (along with source), like 
what is currently done for the other Quake derived games in Debian.

These are also options for any of the other new members of the games 
team!

David


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Bug#712125: RFP: gmqcc -- Improved QuakeC compiler

2013-06-13 Thread David Bate
Package: wnpp
Severity: wishlist
X-Debbugs-Cc: debian-devel-ga...@lists.debian.org

* Package name: gmqcc
  Version : 0.2.9
  Upstream Author : Dale Weiler
* URL : https://github.com/graphitemaster/gmqcc
* License : Expat/MIT
  Programming Lang: C/C++
  Description : Improved QuakeC compiler

GMQCC compiles QuakeC source code to binary, platform-independent code
that Quake based engines can interpret. QuakeC is the language that
Quake game logic is developed in and is used for developing
modifications.

GMQCC is a modern QuakeC compiler, capable of generating correct,
optimal code and adds new features and tools not present in its
predecessors.  It is backwards compatible with previous compilers such
as FTEQCC.


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Bug#712125: Recommended git commit

2013-06-13 Thread David Bate
I forgot to mention that the recommended git commit for Xonotic 0.7.0
is 100eaf9137008


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Bug#646377: what about now?

2013-06-13 Thread David Bate
In fact, Xonotic 0.7 requires a new QuakeC compiler, GMQCC.  See
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=712125

If someone would like Xonotic packaged for Debian sooner, packaging
this would be a good start.



At Mon, 03 Jun 2013 19:25:30 +0200,
Xavier Cartron wrote:
 
 Package: wnpp
 Followup-For: Bug #646377
 
 Hello,
 I was wondering where the packaging of xonotic is since your last
 message?
 You seems to ask for help. What kind of help would you need? (to see if
 I can be useful...)
 
 Regards,
 
 Xavier


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Bug#646377: what about now?

2013-06-04 Thread David Bate
Status update.

* The version of Darkplaces (the engine that Xonotic uses) in Debian
  is now the required version for Xonotic 0.6.  I am currently looking
  at a slightly newer version, as it is an official Darkplaces release.
* I have working versions of the tools required to package the data of
  Xonotic (fteqcc, q3map2) - they need a little tidying up before I
  attempt to have them included in Debian.  This will be my next step.
* Finally, I have not began packaging the data.  There is lots of it.
  If someone is willing to help, this would be the best place to
  begin.  I do not have anything concrete about this yet and would be
  willing to discuss.


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Bug#693637: retitle

2012-11-19 Thread David Bate
Control: retitle -1 ITP: netradiant-q3map2 -- a quake 3 map compiler

After comments received on -devel (see
https://lists.debian.org/debian-devel/2012/11/msg00466.html ), the
following changes apply

* Package name: netradiant-q3map2
* Source package  : netradiant


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Bug#693637: ITP: q3map2 -- a quake 3 map compiler

2012-11-18 Thread David Bate
Package: wnpp
Severity: wishlist
Owner: David Bate da...@bate.org.uk
X-Debbugs-CC: debian-de...@lists.debian.org

* Package name  : q3map2
  Version   : xonotic-v0.6.0
* URL   : http://git.xonotic.org/?p=xonotic/netradiant.git
* License   : GPL 2+, 3 clause BSD, zlib
  Language  : C++, C
* Description   : Quake 3 map compiler

q3map2 is a compiler for maps to be used with quake 3 compatible
engines, such as the Darkplaces engine (as used by Xonotic) and many
others.

This version is shipped with the netradiant level editor and is
developed by the Xonotic team.  It was originally forked from
GtkRadiant to focus on stability and bugfixing.


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Bug#646377:

2012-10-27 Thread David Bate
Unfortunately, progress has been slow recently... I have not been able
to devote as much time to this as I would like.

Current status - I have the required updated packages of the
darkplaces engine and fteqcc and a first package of d0-blind-id on my
machine.  I am currently in the process of packaging the game data
and, for this, packaging q3map2, the map compiler used for xonotic.

I am not sure how long this will take me but I think I should have
more time available for it soon...  Any help is appreciated :).

David


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Bug#675035: RFS: d0-blind-id/0.5-1 ITP:668347

2012-05-29 Thread David Bate

Package: sponsorship-requests
Severity: wishlist
X-Debbugs-CC: pkg-games-de...@lists.alioth.debian.org

 
Dear mentors,


I am looking for a sponsor for my package d0-blind-id.  This library is to be 
linked
to an updated version of the Darkplaces engine, as used by the game Xonotic.

 * Package name: d0-blind-id
   Version : 0.5-1
   Upstream Author : Rudolf Polzerdivver...@xonotic.org
 * URL : https://github.com/divVerent/d0_blind_id
 * License : 3-clause BSD
   Section : libs

It builds those binary packages:

 d0-blind-id-bin - utilities for user identification using RSA blind signatures
 libd0-blind-id-dev - library for user identification using RSA blind 
signatures - devel
 libd0-blind-id0 - library for user identification using RSA blind signatures
 libd0-rijndael0 - Advanced Encryption Standard implementation used by 
libd0-blind-id

To access further information about this package, please visit the following 
URL:

  http://mentors.debian.net/package/d0-blind-id


Alternatively, one can download the package with dget using this command:

dget -x 
http://mentors.debian.net/debian/pool/main/d/d0-blind-id/d0-blind-id_0.5-1.dsc

or access the git repository:

git://git.debian.org/pkg-games/d0-blind-id.git
http://git.debian.org/?p=pkg-games/d0-blind-id.git;a=summary

d0-blind-id (0.5-1) unstable; urgency=low

  * Initial release (Closes: #668347)
  * Applied upstream patch mark-license-used.patch

 -- David Batedaveb...@gmail.com   Sat, 14 Apr 2012 16:12:33 +0100

  Regards,
   David Bate




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