I can't get contributors for my C project. Can you help?
Dear RMS; I've read that you are both a lisp and C developer. I cannot get any contributors for the longstanding C 3d engine I work on as part of my fully-free-software (including media) 3d game/architecture project. I've been working on it alone for 10 years but now have branched into supporting more 3d file types and can't do that alone. I've gone to "opensource" forums and gotten banned every single time for asking for help. Every single time. The message gets deleted. This is extremely difficult: it's not like 20 years ago when communication was free. Obvs the "opensource" community is no longer interested in any collaboration or development. The reason I wanted to find more contributors, is that I recently (last 2 years) programmed more file format support myself (wolfenstine:enemyterritory bsp support) and extended and fixed support for existing formats (obj file support for use as maps, and support for minetest and minecraft object exports as maps directly into the game, and BZFlag exported obj as maps (these didn't work at all before: now they do (bzflag and the engine previously had different opinions on what an obj file was mathmatically))). That opened up 600 3d maps with the bsp work, and then 1000s of obj files with the obj_to_mc work. So I felt I was on a roll. Sketchfab was "opened up" and lots of free-software-licensed terrain and such were easily used from there. It was nice. I wanted to keep going. I thought it might be possible to get unreal 97 and unreal tournament 99 3d map formats working: as there are tons of maps there and I used to make little 3d worlds using that format. The two main formats here are .t3d ; an ascii format (like obj) but which requires CSG math, and .unr : a binary format which pre-compiles the csg math down to vertex and face info; but is more complex a format. I found free software projects in C++ that tackle each (my project is in C): that could be used to learn the math. The t3d one even does the csg work. I just need to plead to you: please: I need contributors now. I did everything I could in these last 10 years under free-software licenses: made lots of maps, made tons of 3d models, made textures, game code (QuakeC), engine code (C). I extended the engine to beable to address up to 4 million entities, I programmed procedural map generation routines that allow creating cities out of nothing. I modeled tons of buildings, with both interiors, and level-of-detail models; so you can explore cities and not just go on the ourside of buildings. I modeled vehicles, added vehicles, programmed vehicles. I added 200 wps, and building code so players can do whatever they want in this 3d platform: from architecture, city building, town building, to fighting eachother, or racing cars, helicopters, to putting out fires. I've made music for it. All free software licensed. I just cannot get contributors. Every single place I post a plea for help the thing is banned and deleted.The only thing I've gotten is people trying to take down the project because they're mad I dared asked for file format help or for another programmer to join.Can you and the free software people help? I've asked "opensource" they sad "banned" and "scram"So I turn to you. It's in C. Your language.Please.I beg of you. I can't do these file formats alone. --Here's a ticket of the issue: sourceforge.net/p/chaosesqueanthology/tickets/2/ ( #2 Please help with .t3d and .unr loading (3d world file types) )Here's a git of the source code: sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/And here is a tarball of the source code: sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f23d/attachment/darkplaces_workingon_sep_06_2023_aug19cde_SOURCEONLY.tar.gz I started in model_brush.c , added in a new file handler: voidT3d_Attempt_Which_will_Mod_OBJ_Load(dp_model_t mod, void buffer,void *bufferend)and got it printing the vertex info of the t3d stuff. I found 2 free software projects that handle (in C++) the two file formats, and I asked them for help but no response: (.t3d) T3d2Map(C++): github.com/mildred/t3d2map (.unr) UShock(C++): sourceforge.net/projects/ushock/ So I just need help here.I cannot do this part of the engine coding alone.I know I did other formats: but it was alot of hacking and they weren't too different.But here: it would take me years since I'm a hacker (at best) and not a professional file programmer. Please help. Is there anywhere I can ask? Everywhere seems shutdown, filterd, and blocked, and very very unfriendly to any C dev requests.Hope you get well soon.
I can't get contributors for my C project. Can you help?
Dear RMS; I've read that you are both a lisp and C developer. I cannot get any contributors for the longstanding C 3d engine I work on as part of my fully-free-software (including media) 3d game/architecture project. I've been working on it alone for 10 years but now have branched into supporting more 3d file types and can't do that alone. I've gone to "opensource" forums and gotten banned every single time for asking for help. Every single time. The message gets deleted. This is extremely difficult: it's not like 20 years ago when communication was free. Obvs the "opensource" community is no longer interested in any collaboration or development. The reason I wanted to find more contributors, is that I recently (last 2 years) programmed more file format support myself (wolfenstine:enemyterritory bsp support) and extended and fixed support for existing formats (obj file support for use as maps, and support for minetest and minecraft object exports as maps directly into the game, and BZFlag exported obj as maps (these didn't work at all before: now they do (bzflag and the engine previously had different opinions on what an obj file was mathmatically))). That opened up 600 3d maps with the bsp work, and then 1000s of obj files with the obj_to_mc work. So I felt I was on a roll. Sketchfab was "opened up" and lots of free-software-licensed terrain and such were easily used from there. It was nice. I wanted to keep going. I thought it might be possible to get unreal 97 and unreal tournament 99 3d map formats working: as there are tons of maps there and I used to make little 3d worlds using that format. The two main formats here are .t3d ; an ascii format (like obj) but which requires CSG math, and .unr : a binary format which pre-compiles the csg math down to vertex and face info; but is more complex a format. I found free software projects in C++ that tackle each (my project is in C): that could be used to learn the math. The t3d one even does the csg work. I just need to plead to you: please: I need contributors now. I did everything I could in these last 10 years under free-software licenses: made lots of maps, made tons of 3d models, made textures, game code (QuakeC), engine code (C). I extended the engine to beable to address up to 4 million entities, I programmed procedural map generation routines that allow creating cities out of nothing. I modeled tons of buildings, with both interiors, and level-of-detail models; so you can explore cities and not just go on the ourside of buildings. I modeled vehicles, added vehicles, programmed vehicles. I added 200 wps, and building code so players can do whatever they want in this 3d platform: from architecture, city building, town building, to fighting eachother, or racing cars, helicopters, to putting out fires. I've made music for it. All free software licensed. I just cannot get contributors. Every single place I post a plea for help the thing is banned and deleted. The only thing I've gotten is people trying to take down the project because they're mad I dared asked for file format help or for another programmer to join. Can you and the free software people help? I've asked "opensource" they sad "banned" and "scram" So I turn to you. It's in C. Your language. Please. I beg of you. I can't do these file formats alone. -- Here's a ticket of the issue: sourceforge.net/p/chaosesqueanthology/tickets/2/ ( #2 Please help with .t3d and .unr loading (3d world file types) ) Here's a git of the source code: sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/ And here is a tarball of the source code: sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f23d/attachment/darkplaces_workingon_sep_06_2023_aug19cde_SOURCEONLY.tar.gz I started in model_brush.c , added in a new file handler: void T3d_Attempt_Which_will_Mod_OBJ_Load(dp_model_t mod, void buffer, void *bufferend) and got it printing the vertex info of the t3d stuff. I found 2 free software projects that handle (in C++) the two file formats, and I asked them for help but no response: (.t3d) T3d2Map(C++): github.com/mildred/t3d2map (.unr) UShock(C++): sourceforge.net/projects/ushock/ So I just need help here. I cannot do this part of the engine coding alone. I know I did other formats: but it was alot of hacking and they weren't too different. But here: it would take me years since I'm a hacker (at best) and not a professional file programmer. Please help. Is there anywhere I can ask? Everywhere seems shutdown, filterd, and blocked, and very very unfriendly to any C dev requests. Hope you get well soon.
Re: Understanding -current as 7.4 is released
Rudolf Leitgeb wrote: > On Fri, 2023-10-06 at 11:06 -0600, Theo de Raadt wrote: > > > Other operating systems do not have a vast number of people using > > daily snapshots in the way our users do, so it is only our users who > > have this experience. > > Your expectation is, that people using snap shots, because they are > part of the dev and test community interested in early and frequent > releases. Right. > However, there are folks who use snap shots, because the stable release > doesn't yet support their hardware, and for these people it would be > helpful to have a simple way to move from snap shot to stable. They are > typically new to the system overall, therefore what's complex for us > may well be confusing to them. Look, I really don't care. Your attempts to solve your problems never becomes our problem. You get to adapt to what we produce. We don't need to make adaptations due to the complaining of one 'confused' user on our mailing list, when what's going on is (a) mostly reading comprehension, (b) expectations out of line with our goals for snapshots. We build and maintain a very complicated system which gets used by a vast number of people who don't complain like you. You aren't in any position to change a damn thing in this equation. Mailing into the void.
Re: Understanding -current as 7.4 is released
On Fri, 2023-10-06 at 11:06 -0600, Theo de Raadt wrote: > Other operating systems do not have a vast number of people using > daily snapshots in the way our users do, so it is only our users who > have this experience. Your expectation is, that people using snap shots, because they are part of the dev and test community interested in early and frequent releases. However, there are folks who use snap shots, because the stable release doesn't yet support their hardware, and for these people it would be helpful to have a simple way to move from snap shot to stable. They are typically new to the system overall, therefore what's complex for us may well be confusing to them.
Re: rdiff-backup remotely
Just wondering if it could be ever possible / practicable having multiple flavors of rdiff-backup on OpenBSD to fix this byzantinisms? Indeed I know nothing about OpenBSD dealing with the constraint of the python versioning to let different ports survive - including rdiff-backup - so don't mind my question too much to let you *upset*.. ;) -- Daniele Bonini "Daniele B." wrote: > > > rdiff-backup reply me with with Pyhton error: > "Local version 2.0.5 does not match remote version 2.2.2" > > Two doubts pop up: > 1) Have I to always couple rdiff-backup versions between OpenBSD and > Linuz ever also after system upgrades? > 2) I see on 7.4 you are on rdiff-backup vers 2.2.5, this permit me > > Indeed I'm very happy with rdiff-backup locally since years, a little > surprised of this endeavor going remotely.. > > -- Daniele Bonini > >
Re: Understanding -current as 7.4 is released
Marc Espie wrote: > Specifically, OpenBSD decides whether it's running "bleeding edge" current > (snapshot) or a release/stable based on what the kernel says. OpenBSD does not decide. It has labels to delineate transitions in the process. Maybe we should go versionless? Noone would have a clue as to what they are running, but there would be no confusion right? Anyways, OpenBSD doesn't decide anything. It is pkg_add that decides what to do. It is the code you wrote. You designed this semantic of looking (very narrowly) at this version number. You added -Dsnap You didn't write code to look for more detailed factors for the automatic directory selection decision. But I guess you want to confuse people. I'm glad OpenBSD isn't confusing people further.
Re: Understanding -current as 7.4 is released
Marc Espie wrote: > On Thu, Oct 05, 2023 at 12:45:56PM -0400, Ronald Dahlgren wrote: > > Hello friends, > > > > I’ve been running -current for several months now. Recently I started using > > “-D snap” when updating packages with pkg_add. > > > > I ask the list to help me understand what, if anything, I need to do with > > my machines that run snapshots when 7.4 is released. Will I need to perform > > the upgrade procedures differently? Is the release just a blessed snapshot > > and everything will continue to work as-is? > > The way OpenBSD versions is run is very confusing for lots of people. No, it is not confusing. Other operating systems do not have a vast number of people using daily snapshots in the way our users do, so it is only our users who have this experience. When people play with the daily snapshot type features in other operating systems they find them just as 'confusing', right? So stop declaring it confusing, as that is the wrong word. The word you want to use is COMPLEX. Calling it confusing makes me just want to cease the building of snapshots. After all why would I want to confuse anyone???
Re: Understanding -current as 7.4 is released
On Thu, Oct 05, 2023 at 12:45:56PM -0400, Ronald Dahlgren wrote: > Hello friends, > > I’ve been running -current for several months now. Recently I started using > “-D snap” when updating packages with pkg_add. > > I ask the list to help me understand what, if anything, I need to do with > my machines that run snapshots when 7.4 is released. Will I need to perform > the upgrade procedures differently? Is the release just a blessed snapshot > and everything will continue to work as-is? The way OpenBSD versions is run is very confusing for lots of people. Specifically, OpenBSD decides whether it's running "bleeding edge" current (snapshot) or a release/stable based on what the kernel says. Most of the time, this is straightforward: you're running a snapshot and both sysupgrade/pkg_add get pointed to the snapshot directory. Or you're running stable, and both sysupgrade/pkg_add get pointed to the (corresponding release/stable update) directories. HOWEVER, a few weeks before a new release, the rules get a bit confusing: - since we're near "testing the release mode", the new kernel tells you "hey, I am 7.4, so go grab the 7.4 release stuff". This is intentional, so you're as close to "release mode" as possible. - however, because the release hasn't yet happened, all the stuff still drops in snapshots, with the user needing to point things up towards the right location. -> sysupgrade -s -> pkg_add -Dsnap in order to STILL grab stuff off the snapshots directory instead of the release (which hasn't yet happened) (I could probably add a helpful message to pkg_add according to the following rules: if we're grabbing stuff from a release directory, and the mirror used seems to contain stuff, like the previous release and snapshots, remind the user we might be near a new release, and to use -Dsnap to get to the snapshot)
Re: openFPGAloader successfully built, but can't flash with ftdi error
On 2023-10-06, S V wrote: >> The software that you're using may need the USB device to be attached to >> ugen rather than uftdi. The simplest way to do this is probably to type >> "boot -c" at the boot loader, "disable uftdi", "quit". > > > Thanks!!! It works!!! good, thanks for confirming. > Last "barrier" in front of openhardware > > more or less falls! :D :D :D btw, see bsd.re-config(5) if you want this regularly (but then, you won't be able to connect to a uftdi device as a normal serial port with cu).
Re: openFPGAloader successfully built, but can't flash with ftdi error
> The software that you're using may need the USB device to be attached to > ugen rather than uftdi. The simplest way to do this is probably to type > "boot -c" at the boot loader, "disable uftdi", "quit". Thanks!!! It works!!! Last "barrier" in front of openhardware more or less falls! :D :D :D пт, 6 окт. 2023 г., 03:01 S V : > Good Day, List! > > This mail is call for help, advice and to stir interest. > > While playing with open source workflow for FPGA chips > I found with pleasure that not only GoWin FPGAs supported by open > source tools, but also all needed tools easily built on OpenBSD > (working on ports now). yosys, project apycula, nextpnr-gowin, > openFPGAloader all successfully build. > > But I can't flash "compiled" bitstream to hardware device with > openFPGAloader. > > Here is description of problem: > > After building software and attaching HW I can successfully scan usb > > found 10 USB device > Bus device vid:pid probe type manufacturer serial product > 000 001 0x:0x xvc-client Generic none xHCI root hub > 001 001 0x:0x xvc-client Generic none xHCI root hub > 001 005 0x0403:0x6010 FTDI2232 SIPEED FactoryAIOT Pro JTAG Debugger > > but cant detect or flash bitstream with next error > > doas openFPGALoader -b tangnano9k pack.fs --verbose-level=3 > try to open 403 6010 0 0 > iProduct : JTAG Debugger > 8 > b > 8 > b > fail to read data usb bulk read failed > JTAG init failed with: low level FTDI init failed > > > here dmesg > > uftdi0 at uhub3 port 3 configuration 1 interface 0 "SIPEED JTAG > Debugger" rev 2.00/5.00 addr 5 ucom0 at uftdi0 portno 1 > uftdi1 at uhub3 port 3 configuration 1 interface 1 "SIPEED JTAG > Debugger" rev 2.00/5.00 addr 5 ucom1 at uftdi1 portno 2 > > and also usbdevs outputs > > addr 05: 0403:6010 SIPEED, JTAG Debugger > full speed, power 90 mA, config 1, rev 5.00, iSerial FactoryAIOT Pro > driver: uftdi0 > driver: uftdi1 > > > I also posted issue to original github > https://github.com/trabucayre/openFPGALoader/issues/382 > > Any tips and tricks on how to debug it? Any interest in helping? > > -- > Nerfur Dragon > -==(UDIC)==- >
Re: openFPGAloader successfully built, but can't flash with ftdi error
On 2023-10-06, S V wrote: > Here is description of problem: > > After building software and attaching HW I can successfully scan usb > > found 10 USB device > Bus device vid:pid probe type manufacturer serial product > 000 001 0x:0x xvc-client Generic none xHCI root hub > 001 001 0x:0x xvc-client Generic none xHCI root hub > 001 005 0x0403:0x6010 FTDI2232 SIPEED FactoryAIOT Pro JTAG Debugger > > but cant detect or flash bitstream with next error > > doas openFPGALoader -b tangnano9k pack.fs --verbose-level=3 > try to open 403 6010 0 0 > iProduct : JTAG Debugger > 8 > b > 8 > b > fail to read data usb bulk read failed > JTAG init failed with: low level FTDI init failed > > > here dmesg > > uftdi0 at uhub3 port 3 configuration 1 interface 0 "SIPEED JTAG > Debugger" rev 2.00/5.00 addr 5 ucom0 at uftdi0 portno 1 > uftdi1 at uhub3 port 3 configuration 1 interface 1 "SIPEED JTAG > Debugger" rev 2.00/5.00 addr 5 ucom1 at uftdi1 portno 2 > > and also usbdevs outputs > > addr 05: 0403:6010 SIPEED, JTAG Debugger > full speed, power 90 mA, config 1, rev 5.00, iSerial FactoryAIOT Pro > driver: uftdi0 > driver: uftdi1 The software that you're using may need the USB device to be attached to ugen rather than uftdi. The simplest way to do this is probably to type "boot -c" at the boot loader, "disable uftdi", "quit".
Re: Understanding -current as 7.4 is released
On 2023-10-05, Ingo Schwarze wrote: > The command "sysctl -n kern.version" tells you what a machine > is currently running: > > OpenBSD X.Y-beta = ongoing development *before* X.Y > OpenBSD X.Y with no suffix = release Either release, or a pre-release snapshot - close to release these also have no suffix but aren't necessarily the final release. If you're running one of those, to upgrade to the final release version, you need to run the installer and "upgrade" to the version in the 7.4 directory when available. This cannot be done via sysupgrade unless you modify it.
Re: openFPGAloader successfully built, but can't flash with ftdi error
Strangely enough I can see your message on MARC, but not in mailbox I'm using Sipeed TangNano 9k > This subject interests me a lot. Can you tell us which model of FPGA > have you bought / are you using? пт, 6 окт. 2023 г. в 03:01, S V : > > Good Day, List! > > This mail is call for help, advice and to stir interest. > > While playing with open source workflow for FPGA chips > I found with pleasure that not only GoWin FPGAs supported by open > source tools, but also all needed tools easily built on OpenBSD > (working on ports now). yosys, project apycula, nextpnr-gowin, > openFPGAloader all successfully build. > > But I can't flash "compiled" bitstream to hardware device with > openFPGAloader. > > Here is description of problem: > > After building software and attaching HW I can successfully scan usb > > found 10 USB device > Bus device vid:pid probe type manufacturer serial product > 000 001 0x:0x xvc-client Generic none xHCI root hub > 001 001 0x:0x xvc-client Generic none xHCI root hub > 001 005 0x0403:0x6010 FTDI2232 SIPEED FactoryAIOT Pro JTAG Debugger > > but cant detect or flash bitstream with next error > > doas openFPGALoader -b tangnano9k pack.fs --verbose-level=3 > try to open 403 6010 0 0 > iProduct : JTAG Debugger > 8 > b > 8 > b > fail to read data usb bulk read failed > JTAG init failed with: low level FTDI init failed > > > here dmesg > > uftdi0 at uhub3 port 3 configuration 1 interface 0 "SIPEED JTAG > Debugger" rev 2.00/5.00 addr 5 ucom0 at uftdi0 portno 1 > uftdi1 at uhub3 port 3 configuration 1 interface 1 "SIPEED JTAG > Debugger" rev 2.00/5.00 addr 5 ucom1 at uftdi1 portno 2 > > and also usbdevs outputs > > addr 05: 0403:6010 SIPEED, JTAG Debugger > full speed, power 90 mA, config 1, rev 5.00, iSerial FactoryAIOT Pro > driver: uftdi0 > driver: uftdi1 > > > I also posted issue to original github > https://github.com/trabucayre/openFPGALoader/issues/382 > > Any tips and tricks on how to debug it? Any interest in helping? > > -- > Nerfur Dragon > -==(UDIC)==- -- Nerfur Dragon -==(UDIC)==-