Bug#594800: ITP: 0ad -- 3D real-time strategy (RTS) game of ancient warfare

2010-08-30 Thread Philip Taylor
(I'm one of the developers of this game.)

In case it's relevant: there's already a Debian package at
<https://build.opensuse.org/package/files?package=0ad&project=games>
and <https://build.opensuse.org/package/files?package=0ad-data&project=games>.
That's certainly not ideal, though it gives me control so it can be
updated promptly (particularly with the relatively rapid changes in
these pre-release versions I don't want to announce a new release and
then have interested people download the old incompatible one for the
next few days). I'd prefer not to maintain packages myself, but I
don't have any experience of how to balance that with a desire for
quick updates (but I don't know whether that's a real problem). I'd be
interested in suggestions for how we could make things work better.

There's no guarantee the "alpha1" component of the name will increase
monotonically - probably better to put the SVN revision before it or
instead of it. (The game won't stop using SVN any time soon.) (We'll
probably switch to "1.0" when reaching a non-development release, well
over a year away.)

-- 
Philip Taylor
exc...@gmail.com



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Bug#594800: ITP: 0ad -- 3D real-time strategy (RTS) game of, ancient warfare

2010-09-07 Thread Philip Taylor
Hmm, I think my concerns are that I'd like there to be up-to-date
packages for Debian users who want to try the latest release, and I'd
like to avoid duplicating effort, and I'd like to do as little work
myself as possible (since I have no Debian experience as a developer
or user). Some of those goals may conflict :-)

Perhaps it'd be best if I let you sort out proper Debian packages,
then I (or someone else) could reuse those package scripts later for
more frequent less stable builds. It's probably only a pain if the
build process or dependencies change substantially, but hopefully
that'll be rare.

-- 
Philip Taylor
exc...@gmail.com



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Bug#594800: 0ad beta 6 packages

2011-08-15 Thread Philip Taylor
e.

> Also the ./public/art/LICENSE.txt file indicates that all the
> materials from CGTextures are missing their source form.

For most of the textures we can't usefully distribute the original
source version since it's either lost or in a format like .psd; for
the ones using CGTextures materials we couldn't distribute them in any
case since CGTextures doesn't allow distribution of their work in
unmodified form (but we got explicit permission to distribute the
derived bitmap textures as CC-BY-SA).

> I find it completely bizarre that they are using an Excel spreadsheet
> to store techtree info. Does the game really require a Excel file
> reading code??

That file is just documentation. Not sure what it's doing in SVN there
- should delete it some time (probably when implementing techtrees and
verifying that it's obsolete).

> There are two RAR files.

Those aren't used and should be deleted some time (after verifying
they don't contain anything useful).

> Those xmb files look like binary versions of the corresponding xml
> files.

Yep, via step 6.

> There are some weird binary formats. One of them contained a string:
> "God Knows", perhaps that should be replaced with "God Knows WTF these
> files are and how to modify them" ;)

I think those would be the .pmd/.psa files, which are generated either
by step 6 or step 3 (exported directly to the custom binary formats).

> I wonder about the DDS files. They can be opened in GIMP with gimp-dds
> but their names seem to indicate that there are TGA files that are the
> source form of them.

Indeed, they're from step 6 (conversions of the texture files in SVN
that are .tga or .png or .dds).

> IMO the DDS files should be created at
> runtime/build time from their source TGA files, or the game should
> simply switch to using the TGA files.

We need mipmapping, which is only really supported by DDS. Also we
want S3TC compression (saves >75% video memory) which needs DDS.
Creating the compressed DDS at runtime can take a couple of seconds
per texture - we do that when running the game from an SVN checkout,
but that's not good for normal players. So we do do it at build time
(but in the build step before creating the tarball).

> There are a bunch of pre-encoded Ogg files. I don't know what is the
> source but Ogg definitely is not it.

I think most audio files we only have in .ogg format, but we're
gradually replacing them and trying to be more organised with storing
.wav versions of the replacements. But storing .wav in the main SVN
repository sounds non-ideal (the music alone will add a few hundred
megabytes to the download), so we're currently sticking them in a
separate parallel SVN repository and ought to find a better way to
handle them eventually.

-- 
Philip Taylor
exc...@gmail.com



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Bug#912557: Removal of British hyphenation patterns from TeX Live

2018-11-03 Thread Philip Taylor
panying loss of
the British English hyphenation patterns will be of zero concern.
-- 
  
  Philip Taylor
  



Bug#764122: [tex-live] Bug#764122: MnSymbol and new[tp]x shouldn't be in the texlive-fonts-extra ghetto

2014-10-09 Thread Philip Taylor
In 2014, 200MB is noise level.  I can see no reason whatsoever to factor
out some subset of this.

Philip Taylor


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