Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread bugs buggy
On 6/13/08, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
> On Fri, Jun 13, 2008 at 6:00 AM, bugs buggy <[EMAIL PROTECTED]> wrote:
>  > I'll get back to the other parts, but I would like to know why the
>  > extremely short gestation period for the new contract/readme ?
>  >
>  > You blink,  and you miss everything.
>  >
>  > I left the issues about this on the forums, but I rather like to know
>  > why it wasn't made public before hand, and only after the fact it was
>  > revealed.
>  >
>  > I for one was quite shocked at the exception part.
>
>
> I worked on getting the FMVs and soundtracks released as GPL through
>  Pivotal. The new README with the exception was pushed by the wz2200
>  people who were talking directly with the EIDOS person who showed up
>  on the forum. We managed to get some input on the README that made it
>  better than what we had (confirmed GPL v2 *or later*, as well as a
>  more official confirmation of the GPL release of all the data), so on
>  the whole I am happy with it, although I am less than enthusiastic
>  about the exception itself. Note that our code and our version does
>  not contain the exception, so this means that wz2200 cannot use any of
>  our code now - but I told them of this consequence and they were happy
>  with it.
>
>
>   - Per
>

Thanks for the explanation.

But how would one know if the code was used from a GPL project, if it
is closed source?

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread bugs buggy
On 6/13/08, Freddie Witherden <[EMAIL PROTECTED]> wrote:
> Hi all,
>
>
>  > On Friday, 13 June 2008 at  0:19, bugs buggy wrote:
>  >> I haven't done much with video stuff, but I used ffmpeg with a
>  >> bitrate
>  >> of 2400K, and used the 'double sized' video (as in, it skips ever
>  >> other scanline to make the FMV appear bigger than it is), so while
>  >> the
>  >
>  > Skip every other line means inserting black lines, or doubling the
>  > lines? Inserting black lines will increase the needed bitrate way too
>  > much (if you want to do that, rather do it after decoding the video),
>  > and doubling the lines won't really make it look different, will it?
>  > (And also can be done as post-processing, rather than eating bits
>  > unnecessarily.)
>
>
> I agree here. Doing it in software *after* we have de-compressed the
>  video is the way to go. A lot of games, however, did use this
>  technique of adding in alternate black lines. Namely, early C&C and
>  TA spring to mind. It does work.
>
>  Regards, Freddie.

I guess we can change the ogg playback code to do the same thing...
Just got to work out the issues it has first.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread bugs buggy
On 6/13/08, Angus Lees <[EMAIL PROTECTED]> wrote:
> On Fri, Jun 13, 2008 at 5:19 AM, bugs buggy <[EMAIL PROTECTED]> wrote:
>
> > I haven't done much with video stuff, but I used ffmpeg with a bitrate
> > of 2400K, and used the 'double sized' video (as in, it skips ever
> > other scanline to make the FMV appear bigger than it is), so while the
> > original FMVs are 320x240 (and some are less than this), the one I
> > converted is 640x480.   The issue with the 320x240 is that if we
> > stretch that out to fill the screen, then we get really ugly
> > pixelization.  Is there any filter or some other program that we can
> > use to fix this?
> > The original vid I converted from is 30,996,655 bytes (320x240), and
> > the new one is  32,095,488 bytes (640x480).
> >
> >
>
> I'm not sure what you're intending with this 'double sizing' stuff.  You
> aren't going to add more information to the video by doubling the scan
> lines, so it will appear equally as pixelized as the smaller video,
> stretched at display time.

Right, there is no new information just by doubling the scan lines,
but to my eyes, it did look better than stretching the original
320x240 to 640x480.

I should throw up some screen shots to show the difference.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at 23:20, Giel van Schijndel wrote:
> AFAIK copyright law doesn't concern itself with the language or medium
> of expression that is used. It is only concerned with the originality of
> the work being expressed. Thus, if it would just be a plain translation
> then I am quite sure it wouldn't make a difference, regardless of the
> precise wording of the latest license statement.

Well, iirc some games were licensed to a different company for
translation and distribution. If that was the case with Warzone (which I
doubt, since Eidos is large enough to do it themselves), the translation
is not copyrighted by Eidos, but another company, and Eidos cannot
necessarily speak for them.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Giel van Schijndel
Dennis Schridde schreef:
> Am Freitag, 13. Juni 2008 16:18:12 schrieb Christian Ohm:
>> On Friday, 13 June 2008 at 13:37, Dennis Schridde wrote:
>>> Last time I tried to create (kdenlive and avidemux, iirc) a MKV video, it
>>> would have ugly video/sound asyncs in mplayer and not play at all in
>>> xine. Found no way to fix that.
>> Hm, all I've ever done was remuxing different containers into mkv via
>> mkvmerge, and the result always played without problems in mplayer.
>> Anyway, the container is the least of the problems, and ogg will be
>> enough for a game.
>>
>> But I had a different thought: Are there localized versions of the fmvs?
>> If so, are they also copyrighted by Eidos, or by some other company
>> (i.e. could we use the audio streams of the different localizations)?
> There are. Dont know who owns them though.
> Since the readme talks pretty blank about "videos" we could use them in any 
> language from my point of view. Though if it was not Eidos owning them, that 
> would be a problem. (I somehow doubt it, though.)

AFAIK copyright law doesn't concern itself with the language or medium
of expression that is used. It is only concerned with the originality of
the work being expressed. Thus, if it would just be a plain translation
then I am quite sure it wouldn't make a difference, regardless of the
precise wording of the latest license statement.

-- 
Giel



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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Dennis Schridde
Am Freitag, 13. Juni 2008 16:18:12 schrieb Christian Ohm:
> On Friday, 13 June 2008 at 13:37, Dennis Schridde wrote:
> > Last time I tried to create (kdenlive and avidemux, iirc) a MKV video, it
> > would have ugly video/sound asyncs in mplayer and not play at all in
> > xine. Found no way to fix that.
>
> Hm, all I've ever done was remuxing different containers into mkv via
> mkvmerge, and the result always played without problems in mplayer.
> Anyway, the container is the least of the problems, and ogg will be
> enough for a game.
>
> But I had a different thought: Are there localized versions of the fmvs?
> If so, are they also copyrighted by Eidos, or by some other company
> (i.e. could we use the audio streams of the different localizations)?
There are. Dont know who owns them though.
Since the readme talks pretty blank about "videos" we could use them in any 
language from my point of view. Though if it was not Eidos owning them, that 
would be a problem. (I somehow doubt it, though.)

--Dennis


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Giel van Schijndel
Christian Ohm schreef:
> On Friday, 13 June 2008 at 14:06, Giel van Schijndel wrote:
>> As mentioned before, I don't think ffmpeg is a good option. This due to
>> complications with distributing it.
> 
> Yeah, as I said, I thought everything in Debian is free enough for the
> others as well. If it's not, well, then the choice is easy.

Yup, Debian is definitely one of the most strict GNU/Linux distros about
freedom (if not the most strict one).

The only decoding libs I think are now worth considering are libtheora
on top of libogg and ffmpeg. Thus, considering that Debian distributes
ffmpeg in the "main" (purely free stuff) repository, with a codec of our
choice. I now think that the only issues we need to look at aren't legal
ones but rather the technical differences and difficulties between both.

And honestly I think that most (if not all) of us here are a lot more
competent at making technical decisions than legal ones.

>> Yes, but it isn't handled by the WRF resource system at all, in fact the
>> resource system is completely circumvented for FMVs.
> 
> Hm, but integrating with the wrf system seems too much work for 2.1 (and
> wasn't the plan to replace the wrfs with lua later, anyway?).

Lua, or our own custom WRF files, they're both just a different
language. Integrating with Warzone's resource system (which currently
utilizes WRF files) won't be difficult due to the WRF files though. I'm
not even sure if it will be very difficult, I'd need to that to get an
idea about it's difficulty.

Anyway, it's still about two weeks worth of school stuff in which I
cannot spend much time on Warzone. Thus any such investigation from my
end will have to wait for those two weeks.

-- 
Giel



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Re: [Warzone-dev] 2.1 beta3 again

2008-06-13 Thread Giel van Schijndel
Per Inge Mathisen schreef:
> I thought it was obvious due to the context of this discussion, but
> the main reason I want to use lua is to get rid of the dependencies on
> flex and bison. They are a maintenance nightmare.

Well, for that purpose (i.e. getting rid of flex & bison) we could also
look at using a different parser generator. That is another option I do
not want to dismiss right away.

Either way, I agree that Flex & Bison are a maintenance nightmare. Which
IMO is mostly due to the inability to use the latest versions of them on
non GNU/Linux systems natigely (oh, and no Cygwin doesn't count as it
isn't native). Thus getting rid of them seems like "the" way in the long
run.

-- 
Giel



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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at 14:06, Giel van Schijndel wrote:
> As mentioned before, I don't think ffmpeg is a good option. This due to
> complications with distributing it.

Yeah, as I said, I thought everything in Debian is free enough for the
others as well. If it's not, well, then the choice is easy.

> Yes, but it isn't handled by the WRF resource system at all, in fact the
> resource system is completely circumvented for FMVs.

Hm, but integrating with the wrf system seems too much work for 2.1 (and
wasn't the plan to replace the wrfs with lua later, anyway?).

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at 13:37, Dennis Schridde wrote:
> Last time I tried to create (kdenlive and avidemux, iirc) a MKV video, it 
> would have ugly video/sound asyncs in mplayer and not play at all in xine. 
> Found no way to fix that.

Hm, all I've ever done was remuxing different containers into mkv via
mkvmerge, and the result always played without problems in mplayer.
Anyway, the container is the least of the problems, and ogg will be
enough for a game.

But I had a different thought: Are there localized versions of the fmvs?
If so, are they also copyrighted by Eidos, or by some other company
(i.e. could we use the audio streams of the different localizations)?

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Giel van Schijndel
Christian Ohm schreef:
> On Friday, 13 June 2008 at  8:40, Giel van Schijndel wrote:
>> Christian Ohm schreef:
>>> I prefer MKV to OGM as a movie container, though for a game it doesn't
>>> really matter. Codec-wise Theora/Vorbis seems a good choice.
>> I do like Matroska as a container as well, though I have no clue how
>> implementing it compares to Ogg.
> 
> Well, depends on the used library. If we go with ffmpeg, it can
> automatically play almost every file. If we use the ogg libraries, we
> should use the ogg container as well.

As mentioned before, I don't think ffmpeg is a good option. This due to
complications with distributing it.

 It's probably best to somehow register the FMVs with warzone through the  
 WRF resource system. Then we just attempt to always play these videos and 
 do nothing when they're not loaded through the WRF system.
>>> The infrastructure for that should still be in place, we just need code
>>> to decode and show the videos.
>> I don't think an infrastructure like I described above has ever been
>> there really...
> 
> Hm, I thought Warzone already does this, play movie if it's available,
> and not if not. But it has been a while since I looked at that code.

Yes, but it isn't handled by the WRF resource system at all, in fact the
resource system is completely circumvented for FMVs.

-- 
Giel



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Re: [Warzone-dev] 2.1 beta3 again

2008-06-13 Thread Per Inge Mathisen
On Fri, Jun 13, 2008 at 2:03 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> Per Inge Mathisen schreef:
>> On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel <[EMAIL PROTECTED]> 
>> wrote:
>>> Sure, but do we want to change every single [lexer interpreted] file format 
>>> to Lua?
>>
>> Why not? :-)
>>
>> I guess some can just plain be retired, like the animation lexer,
>> which WZM will obsolete entirely.
>
> Actually rather than asking ourselves "why not?", I prefer to ask [for
> each format we want to change] "why should we use Lua instead?". As long
> as we use that approach (and are capable of answering that question with
> something more like "Lua rocks.", "Lua is cool.", etc.) I don't mind
> using Lua.
>
> My main concern was just that ^^, I don't want to change every single
> format to Lua just because we can.

I thought it was obvious due to the context of this discussion, but
the main reason I want to use lua is to get rid of the dependencies on
flex and bison. They are a maintenance nightmare.

  - Per

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Re: [Warzone-dev] 2.1 beta3 again

2008-06-13 Thread Giel van Schijndel
Per Inge Mathisen schreef:
> On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
>> Sure, but do we want to change every single [lexer interpreted] file format 
>> to Lua?
> 
> Why not? :-)
> 
> I guess some can just plain be retired, like the animation lexer,
> which WZM will obsolete entirely.

Actually rather than asking ourselves "why not?", I prefer to ask [for
each format we want to change] "why should we use Lua instead?". As long
as we use that approach (and are capable of answering that question with
something more like "Lua rocks.", "Lua is cool.", etc.) I don't mind
using Lua.

My main concern was just that ^^, I don't want to change every single
format to Lua just because we can.

-- 
Giel



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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Dennis Schridde
Am Freitag, 13. Juni 2008 11:24:34 schrieb Christian Ohm:
> On Friday, 13 June 2008 at  8:40, Giel van Schijndel wrote:
> > Christian Ohm schreef:
> > > I prefer MKV to OGM as a movie container, though for a game it doesn't
> > > really matter. Codec-wise Theora/Vorbis seems a good choice.
> >
> > I do like Matroska as a container as well, though I have no clue how
> > implementing it compares to Ogg.
>
> Well, depends on the used library. If we go with ffmpeg, it can
> automatically play almost every file. If we use the ogg libraries, we
> should use the ogg container as well.
Last time I tried to create (kdenlive and avidemux, iirc) a MKV video, it 
would have ugly video/sound asyncs in mplayer and not play at all in xine. 
Found no way to fix that.


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Freddie Witherden
Hi all,

> On Friday, 13 June 2008 at  0:19, bugs buggy wrote:
>> I haven't done much with video stuff, but I used ffmpeg with a  
>> bitrate
>> of 2400K, and used the 'double sized' video (as in, it skips ever
>> other scanline to make the FMV appear bigger than it is), so while  
>> the
>
> Skip every other line means inserting black lines, or doubling the
> lines? Inserting black lines will increase the needed bitrate way too
> much (if you want to do that, rather do it after decoding the video),
> and doubling the lines won't really make it look different, will it?
> (And also can be done as post-processing, rather than eating bits
> unnecessarily.)

I agree here. Doing it in software *after* we have de-compressed the  
video is the way to go. A lot of games, however, did use this  
technique of adding in alternate black lines. Namely, early C&C and  
TA spring to mind. It does work.

Regards, Freddie.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at  0:19, bugs buggy wrote:
> I haven't done much with video stuff, but I used ffmpeg with a bitrate
> of 2400K, and used the 'double sized' video (as in, it skips ever
> other scanline to make the FMV appear bigger than it is), so while the

Skip every other line means inserting black lines, or doubling the
lines? Inserting black lines will increase the needed bitrate way too
much (if you want to do that, rather do it after decoding the video),
and doubling the lines won't really make it look different, will it?
(And also can be done as post-processing, rather than eating bits
unnecessarily.)

> original FMVs are 320x240 (and some are less than this), the one I
> converted is 640x480.   The issue with the 320x240 is that if we
> stretch that out to fill the screen, then we get really ugly
> pixelization.  Is there any filter or some other program that we can
> use to fix this?

Short answer: No. Same problem as with the original textures, you can't
make gold from crap.


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at  8:40, Giel van Schijndel wrote:
> Christian Ohm schreef:
> > I prefer MKV to OGM as a movie container, though for a game it doesn't
> > really matter. Codec-wise Theora/Vorbis seems a good choice.
> 
> I do like Matroska as a container as well, though I have no clue how
> implementing it compares to Ogg.

Well, depends on the used library. If we go with ffmpeg, it can
automatically play almost every file. If we use the ogg libraries, we
should use the ogg container as well.

> >> It's probably best to somehow register the FMVs with warzone through the  
> >> WRF resource system. Then we just attempt to always play these videos and 
> >> do nothing when they're not loaded through the WRF system.
> > 
> > The infrastructure for that should still be in place, we just need code
> > to decode and show the videos.
> 
> I don't think an infrastructure like I described above has ever been
> there really...

Hm, I thought Warzone already does this, play movie if it's available,
and not if not. But it has been a while since I looked at that code.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at  8:35, Per Inge Mathisen wrote:
> On Fri, Jun 13, 2008 at 1:35 AM, Christian Ohm <[EMAIL PROTECTED]> wrote:
> > For playback I'd prefer using FFMPEG to the OGG libraries directly,
> > since this will make it easier for others to make movies for mods
> > without lossy reencoding into obscure formats.
> 
> Note that ffmpeg is not distributed by most linux distributions,
> because of many murky patent issues, and usually has to be separately
> installed by the end user. For this reason I would prefer to use the
> ogg libraries.

It is not? Debian has a version included (stripped of all suspicious
stuff), so I'd assumed the others to include such as well. Without it,
what do they do for Blender, for example? Ship a version without video
support?

Anyway, if ffmpeg is generally available, using it instead of the ogg
libraries directly would be much more flexible. If not, well, then ogg
it is.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Christian Ohm
On Friday, 13 June 2008 at  0:28, bugs buggy wrote:
> On 6/12/08, Christian Ohm <[EMAIL PROTECTED]> wrote:
> >  For playback I'd prefer using FFMPEG to the OGG libraries directly,
> >  since this will make it easier for others to make movies for mods
> >  without lossy reencoding into obscure formats.
> 
> You mean launch a external program to handle this?
> I am not sure this is the best way to go on all platforms, you would
> also need some way to make sure each platform has ffmpeg available.

No, ffmpeg is mainly a library, used in the same way the ogg libraries
are used (but much more flexible).


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[Warzone-dev] [bug #11822] crash with single-user multiplayer on hidensneak

2008-06-13 Thread Paul Wise

URL:
  

 Summary: crash with single-user multiplayer on hidensneak
 Project: Warzone Resurrection Project
Submitted by: pabs
Submitted on: Friday 06/13/2008 at 08:59
Category: Engine: Netplay
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 2.1_beta3
Operating System: GNU/Linux
 Planned Release: None

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Details:

Using SVN r5243:

Program: ./install/bin/warzone2100(warzone2100)
Version: Version 2.1_beta3
Distributor: 
Compiled on: Jun 13 2008 16:00:21
Compiled by: GCC 4.3.1
Executed on: Fri Jun 13 16:01:25 2008

Operating system: Linux
Node name: chianamo
Release: 2.6.25-2-686
Version: #1 SMP Tue May 27 15:38:35 UTC 2008
Machine: i686

Pointers: 32bit

Dump caused by signal: SIGSEGV: Invalid memory reference: Address not mapped
to object

Log message 1: 
Log message 2: 

GLIBC raw backtrace:
./install/bin/warzone2100[0x81e8cf5]
[0xb7f2940c]
./install/bin/warzone2100[0x816e4db]
./install/bin/warzone2100[0x80ba24c]
./install/bin/warzone2100[0x80bc064]
./install/bin/warzone2100[0x80bc458]
./install/bin/warzone2100[0x80bc8b5]
/lib/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7b26455]
./install/bin/warzone2100(ftell+0x35)[0x804e6a1]

GDB extended backtrace:
GNU gdb 6.8-debian
Copyright (C) 2008 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later

This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...
Attaching to program: /home/pabs/devel/games/warzone/install/bin/warzone2100,
process 25402
Reading symbols from /usr/lib/libSDL-1.2.so.0...done.
Loaded symbols for /usr/lib/libSDL-1.2.so.0
Reading symbols from /usr/lib/libSDL_net-1.2.so.0...done.
Loaded symbols for /usr/lib/libSDL_net-1.2.so.0
Reading symbols from /usr/lib/libphysfs-1.0.so.0...done.
Loaded symbols for /usr/lib/libphysfs-1.0.so.0
Reading symbols from /usr/lib/libpng12.so.0...done.
Loaded symbols for /usr/lib/libpng12.so.0
Reading symbols from /usr/lib/libvorbisfile.so.3...done.
Loaded symbols for /usr/lib/libvorbisfile.so.3
Reading symbols from /usr/lib/libvorbis.so.0...done.
Loaded symbols for /usr/lib/libvorbis.so.0
Reading symbols from /lib/i686/cmov/libm.so.6...Reading symbols from
/usr/lib/debug/lib/i686/cmov/libm-2.7.so...done.
done.
Loaded symbols for /lib/i686/cmov/libm.so.6
Reading symbols from /usr/lib/libogg.so.0...done.
Loaded symbols for /usr/lib/libogg.so.0
Reading symbols from /usr/lib/libopenal.so.0...done.
Loaded symbols for /usr/lib/libopenal.so.0
Reading symbols from /usr/lib/libGLC.so.0...done.
Loaded symbols for /usr/lib/libGLC.so.0
Reading symbols from /usr/lib/libGL.so.1...done.
Loaded symbols for /usr/lib/libGL.so.1
Reading symbols from /usr/lib/libGLU.so.1...done.
Loaded symbols for /usr/lib/libGLU.so.1
Reading symbols from /lib/libpopt.so.0...done.
Loaded symbols for /lib/libpopt.so.0
Reading symbols from /lib/libgcc_s.so.1...done.
Loaded symbols for /lib/libgcc_s.so.1
Reading symbols from /lib/i686/cmov/libc.so.6...Reading symbols from
/usr/lib/debug/lib/i686/cmov/libc-2.7.so...done.
done.
Loaded symbols for /lib/i686/cmov/libc.so.6
Reading symbols from /lib/i686/cmov/libpthread.so.0...Reading symbols from
/usr/lib/debug/lib/i686/cmov/libpthread-2.7.so...done.
[Thread debugging using libthread_db enabled]
[New Thread 0xb77089c0 (LWP 25402)]
[New Thread 0xb0fe1b90 (LWP 25407)]
[New Thread 0xb717eb90 (LWP 25406)]
done.
Loaded symbols for /lib/i686/cmov/libpthread.so.0
Reading symbols from /usr/lib/libX11.so.6...done.
Loaded symbols for /usr/lib/libX11.so.6
Reading symbols from /usr/lib/libstdc++.so.6...done.
Loaded symbols for /usr/lib/libstdc++.so.6
Reading symbols from /lib/i686/cmov/libdl.so.2...Reading symbols from
/usr/lib/debug/lib/i686/cmov/libdl-2.7.so...done.
done.
Loaded symbols for /lib/i686/cmov/libdl.so.2
Reading symbols from /usr/lib/libdirectfb-1.0.so.0...done.
Loaded symbols for /usr/lib/libdirectfb-1.0.so.0
Reading symbols from /usr/lib/libfusion-1.0.so.0...done.
Loaded symbols for /usr/lib/libfusion-1.0.so.0
Reading symbols from /usr/lib/libdirect-1.0.so.0...done.
Loaded symbols for /usr/lib/libdirect-1.0.so.0
Reading symbols from /usr/lib/libvga.so.1...done.
Loaded symbols for /usr/lib/libvga.so.1
Reading symbols from /usr/lib/libz.so.1...done.
Loaded symbols for /usr/lib/libz.so.1
Reading symbols from /lib/ld-linux.so.2...Reading symbols from
/usr/lib/debug/lib/ld-2.7.so...done.
done.
Loaded symbols for /lib/ld-linux.so.2
Reading symbols from /usr/lib/libfontconfig.so.1...done.
Loaded symbols for /usr/lib/libfont

Re: [Warzone-dev] 2.1 beta3 again

2008-06-13 Thread Per Inge Mathisen
On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> Sure, but do we want to change every single [lexer interpreted] file format 
> to Lua?

Why not? :-)

I guess some can just plain be retired, like the animation lexer,
which WZM will obsolete entirely.

  - Per

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Re: [Warzone-dev] 2.1 beta3 again

2008-06-13 Thread Giel van Schijndel
Per Inge Mathisen schreef:
> On Fri, Jun 13, 2008 at 8:31 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
>> PS That someone is me. I changed several parsers (.y files) to use the
>> %destructor feature, which is only available without being seriously
>> broken in Bison > 2.1.
> 
> Could we revert those changes and go back to relying on an older
> version of bison?

I already tried this in a debugging session with the guy getting the
errors buggy dumped in this thread. Somehow it didn't work for him though...

> I do not really care much if we leak a bit of memory
> - in the long run (hopefully sooner rather than later) I think we all
> agree that we are converting to lua for the scripts anyway.

Sure, but do we want to change every single file format to Lua?

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Giel van Schijndel
bugs buggy schreef:
> On 6/12/08, Angus Lees <[EMAIL PROTECTED]> wrote:
>> The patch I sent some time ago supported both .ogg and .rpl formats, again
>> my intention being allowing those few people with the original game to use
>> their .rpls (or something) and the rest of us can use .oggs.  And the code
>> is structured to allow other formats if something better turns up.
> 
> I didn't see your patch on the tracker @ GNA, or maybe I am blind?
> The current ones are from Gerard, and one supports lua which is
> https://gna.org/patch/?908 and the other one is patch #885.
> 
> I currently updated #885 for trunk, but it still has some issues.
> I would like to check out your ogg playback code, and see if it works better.

I think he means the patch attached to this mailing list thread [1].

[1] https://mail.gna.org/public/warzone-dev/2007-04/msg00245.html

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Giel van Schijndel
Christian Ohm schreef:
> On Thursday, 12 June 2008 at 16:11, Giel van Schijndel wrote:
>> Dennis Schridde schreef:
>>> Am Donnerstag, 12. Juni 2008 13:13:49 schrieb Per Inge Mathisen:
 I would like some input from the people who worked with the
 FMVs on how much work remains to integrate them properly (gerard,
 angus...), and I would also like to hear people's opinions on how they
 should be distributed.
>> As for distribution I suggest we use a non-RPL based format. Ogg/Theora  
>> comes to mind, though I don't really mind other formats either. (As long  
>> as it's a free & open format).
> 
> I prefer MKV to OGM as a movie container, though for a game it doesn't
> really matter. Codec-wise Theora/Vorbis seems a good choice.

I do like Matroska as a container as well, though I have no clue how
implementing it compares to Ogg.

  * we create a new branch based on trunk to attempt to quickly produce
 working FMV code for 2.1 beta4
> 
> Why a branch? The movie code shouldn't be that difficult to reactivate
> (unless someone ripped it totally apart in the last months), so just
> doing it in the trunk seems easier to me.

I would actually prefer that approach as well, if it doesn't produce
large amounts of noise that is...

  * we put the converted FMVs in a tarball on gna.org, but not in the
 svn repository (too big, 300mb+)
>> I suggest we stuff all FMVs in a .wz modpack instead of a tarball. This  
>> way no further processing will be required by those wish to download and  
>> use it (aside from dumping it in the correct directory). I suggest that  
>> we put all non-FMV data (i.e. meta data) that will have to reside in the  
>> same .wz zip file in our svn repository though.
> 
> For the Windows world, rather a zip than a tarball. And a torrent would
> be nice as well, to spare GNA's bandwidth a bit. 
> 

Well, the .wz file would be a zip file ready to drop in a mod directory
for Windows, GNU/Linux and OSX all at the same time. That's at least how
I had it in mind. I.e. we don't use some OS's conventional archive
format, we use our own format!

  * for 2.1 we allow the user to play without FMVs, as before, and only
 optionally play them if present
>> It's probably best to somehow register the FMVs with warzone through the  
>> WRF resource system. Then we just attempt to always play these videos and 
>> do nothing when they're not loaded through the WRF system.
> 
> The infrastructure for that should still be in place, we just need code
> to decode and show the videos.

I don't think an infrastructure like I described above has ever been
there really...

> [snip]
> 
>>> Apropos soundtracks. There is still MichaelB et al.'s soundtracks 
>>> dangling somewhere. Maybe we could add them to beta4 as well?
>> I've already added them to a mod pack [1] and solved out the licensing  
>> issues for those. I've also set up the NSIS installer to automatically  
>> download that mod-pack at the user's request (i.e. they just have to  
>> enable it in the "components" section).
>>
>> [1] http://download.gna.org/warzone/releases/mods/music_1.0.wz
> 
> Are those all the contributed tracks, or just a selection?

These are a selection made from [1] in the forums by [2].

[1] http://wiki.wz2100.net/Music_proposals
[2] http://forums.wz2100.net/viewtopic.php?f=6&t=1616

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Angus Lees
On Fri, Jun 13, 2008 at 12:35 AM, Christian Ohm <[EMAIL PROTECTED]> wrote:

> > For reference, a no-fancy-options recompression of the rpl files into ogg
> > ends up at about this resulting size:
> >
> >  187Msequences_ogg.zip
> >  777Msequences_rpl.zip
> >
> > So .ogg theora/vorbis is a pretty big saving in size.  sequences_ogg.zip
> was
> > generated via my rpl2avi wine program with the original eidos dlls and
> then
> > reencoded using ffmpeg2theora - if you're interested in the resulting
> file
> > or any of the pipeline just ask.
>
> What codec was the intermediate AVI? If it was lossy, the double
> reencoding degraded the quality/size more than necessary (i.e. with
> direct encoding to the target format the files could be smaller or
> of better quality (or even both)).
>

Uncompressed AVIs.  You're only getting the artifacts from the original RPL
dec130 compression.

Search the archives for rpl2avi if you want the source.

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Angus Lees
On Fri, Jun 13, 2008 at 5:19 AM, bugs buggy <[EMAIL PROTECTED]> wrote:

> I haven't done much with video stuff, but I used ffmpeg with a bitrate
> of 2400K, and used the 'double sized' video (as in, it skips ever
> other scanline to make the FMV appear bigger than it is), so while the
> original FMVs are 320x240 (and some are less than this), the one I
> converted is 640x480.   The issue with the 320x240 is that if we
> stretch that out to fill the screen, then we get really ugly
> pixelization.  Is there any filter or some other program that we can
> use to fix this?
> The original vid I converted from is 30,996,655 bytes (320x240), and
> the new one is  32,095,488 bytes (640x480).
>

I'm not sure what you're intending with this 'double sizing' stuff.  You
aren't going to add more information to the video by doubling the scan
lines, so it will appear equally as pixelized as the smaller video,
stretched at display time.


> I rather we just skip the RPL headaches, and just convert them to
> ogg/theora.  Would seem to be the best bet, and less code maintenance.
>
> I dunno about our mac friends, and if the RPL playback code is endian
> safe or not.  Actually, I don't even know if the ogg playback code we
> have on the tracker is endian safe either.   Sorry Ari. :(
>

I'm inclined to agree about dropping the RPL code, especially since I could
never get it working flawlessly :(

As for endian-safe, I hope it is - I wrote it :P

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-06-13 Thread Angus Lees
On Fri, Jun 13, 2008 at 7:35 AM, Per Inge Mathisen <[EMAIL PROTECTED]>
wrote:

> On Fri, Jun 13, 2008 at 1:35 AM, Christian Ohm <[EMAIL PROTECTED]> wrote:
> > For playback I'd prefer using FFMPEG to the OGG libraries directly,
> > since this will make it easier for others to make movies for mods
> > without lossy reencoding into obscure formats.
>
> Note that ffmpeg is not distributed by most linux distributions,
> because of many murky patent issues, and usually has to be separately
> installed by the end user. For this reason I would prefer to use the
> ogg libraries.
>

Right, I originally started using libavformat/libavcodec (the ffmpeg codec
libraries) but was hesitant about the burden this would mean for non-linux
ports.

Most linux distros will ship the 'free' ffmpeg codecs.  But this doesn't
include all the 'interesting' codecs, so you really only get theora (and the
simpler AVI codecs) anyway.

We also already require ogg/vorbis, so only adding a theora dependency is a
very small addition.

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- Gus
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