I can't get contributors for my C project. Can you help?

2023-10-06 Thread nipsey hussle
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?

2023-10-06 Thread chaosesquet...@yahoo.com
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

2023-10-06 Thread Theo de Raadt
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

2023-10-06 Thread Rudolf Leitgeb
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

2023-10-06 Thread Daniele B.



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

2023-10-06 Thread Theo de Raadt
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

2023-10-06 Thread Theo de Raadt
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

2023-10-06 Thread Marc Espie
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

2023-10-06 Thread Stuart Henderson
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

2023-10-06 Thread S V
> 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

2023-10-06 Thread Stuart Henderson
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

2023-10-06 Thread Stuart Henderson
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

2023-10-06 Thread S V
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)==-