Roadmap for 0.4.9

Re: Roadmap for 0.4.9

Postby svenskmand » 21 Jul 2011, 12:11

We can just run virtual box so any os should be fine
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Re: Roadmap for 0.4.9

Postby svenskmand » 21 Jul 2011, 13:54

After a second thought it might be better with a native ubuntu install as I can then ssh into the machine whenever something needs to fixed for the daily builds.
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Re: Roadmap for 0.4.9

Postby oln » 21 Jul 2011, 14:32

I don't think I can make it accessible from the net. (Atleast not directly)
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Re: Roadmap for 0.4.9

Postby svenskmand » 21 Jul 2011, 17:33

Hmmm ok. I will let you know once/if i get the deb source package working and get it to build on the Ubuntu PPA. Until now I have been reading all day long, so I hope to get it working later today. Now I want to play some Duke Nukem Forever :)
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Re: Roadmap for 0.4.9

Postby svenskmand » 22 Jul 2011, 00:28

Anybody who has experience with making deb packages would be greatly appreciated. When ever I try to build the package with the command debuild I get weird errors that I do not understand :S I and beginning to give up on this whole deb-packaging thingy :( I do not understand the debian/rules file at all, every guide says I should use dh_make to make the debian folder in the source folder of the OD tarball, but I do not know where and how to install the files into the filesystem using the rules file. Also with a minimal rules file I still get errors from debuild :S

Here is the minimal rules file that gives errors, it does nothing, but still debuild fails :S
{l Code}: {l Select All Code}
#!/usr/bin/make -f
# Sample debian/rules that uses debhelper.
# This file is public domain software, originally written by Joey Hess.
#
# This version is for packages that are architecture independent.

# Uncomment this to turn on verbose mode.
#export DH_VERBOSE=1

build: build-stamp configure
build-stamp:
   #dh_testdir
   # Add here commands to compile the package.
   #$(MAKE)
   touch build-stamp

configure:
   #dh_testdir
   #cmake .

clean: configure
   #dh_testdir
   #dh_testroot
   rm -f build-stamp
   # Add here commands to clean up after the build process.
   #$(MAKE) clean
   #dh_clean

install: build
   #dh_testdir
   #dh_testroot
   #dh_prep
   #dh_installdirs
   # Add here commands to install the package into debian/<packagename>.
   #$(MAKE) prefix=`pwd`/debian/`dh_listpackages`/usr install

# Build architecture-independent files here.
binary-indep: build install
   #dh_testdir
   #dh_testroot
   #dh_installchangelogs
   #dh_installdocs
#   dh_installexamples
#   dh_installmenu
#   dh_installdebconf
#   dh_installlogrotate
#   dh_installemacsen
#   dh_installcatalogs
#   dh_installpam
#   dh_installmime
#   dh_installinit
#   dh_installcron
#   dh_installinfo
#   dh_installwm
#   dh_installudev
#   dh_lintian
#   dh_bugfiles
#   dh_undocumented
   #dh_installman
   #dh_link
   #dh_compress
   #dh_fixperms
#   dh_perl
   #dh_installdeb
   #dh_gencontrol
   #dh_md5sums
   #dh_builddeb

# Build architecture-dependent files here.
binary-arch: build install
# We have nothing to do by default.

binary: binary-indep binary-arch
.PHONY: build clean binary-indep binary-arch binary install

debuild gives me the following useless error message:
{l Code}: {l Select All Code}
ckr@ckr-laptop:~/Desktop/Debing/opendungeons-0.4.8$ debuild
 dpkg-buildpackage -rfakeroot -D -us -uc
dpkg-buildpackage: export CFLAGS from dpkg-buildflags (origin: vendor): -g -O2
dpkg-buildpackage: export CPPFLAGS from dpkg-buildflags (origin: vendor):
dpkg-buildpackage: export CXXFLAGS from dpkg-buildflags (origin: vendor): -g -O2
dpkg-buildpackage: export FFLAGS from dpkg-buildflags (origin: vendor): -g -O2
dpkg-buildpackage: export LDFLAGS from dpkg-buildflags (origin: vendor): -Wl,-Bsymbolic-functions
dpkg-buildpackage: source package opendungeons
dpkg-buildpackage: source version 0.4.8-1
dpkg-buildpackage: source changed by Casper Kejlberg-Rasmussen <svenskmand@gmail.com>
 dpkg-source --before-build opendungeons-0.4.8
dpkg-buildpackage: host architecture amd64
 fakeroot debian/rules clean
#dh_testdir
#cmake .
#dh_testdir
#dh_testroot
rm -f build-stamp
# Add here commands to clean up after the build process.
#/usr/bin/make clean
#dh_clean
 dpkg-source -b opendungeons-0.4.8
dpkg-source: info: using source format `3.0 (quilt)'
dpkg-source: info: building opendungeons using existing ./opendungeons_0.4.8.orig.tar.gz
dpkg-source: info: building opendungeons in opendungeons_0.4.8-1.debian.tar.gz
dpkg-source: info: building opendungeons in opendungeons_0.4.8-1.dsc
 debian/rules build
#dh_testdir
# Add here commands to compile the package.
#/usr/bin/make
touch build-stamp
#dh_testdir
#cmake .
 fakeroot debian/rules binary
#dh_testdir
#cmake .
#dh_testdir
#dh_testroot
#dh_prep
#dh_installdirs
# Add here commands to install the package into debian/<packagename>.
#/usr/bin/make prefix=`pwd`/debian/`dh_listpackages`/usr install
#dh_testdir
#dh_testroot
#dh_installchangelogs
#dh_installdocs
#dh_installman
#dh_link
#dh_compress
#dh_fixperms
#dh_installdeb
#dh_gencontrol
#dh_md5sums
#dh_builddeb
 dpkg-genchanges  >../opendungeons_0.4.8-1_amd64.changes
dpkg-genchanges: error: cannot read files list file: No such file or directory
dpkg-buildpackage: error: dpkg-genchanges gave error exit status 2
debuild: fatal error at line 1337:
dpkg-buildpackage -rfakeroot -D -us -uc failed
ckr@ckr-laptop:~/Desktop/Debing/opendungeons-0.4.8$

Why is there a error at line 1337? and in what file? and why 1337 (leet)?
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Re: Roadmap for 0.4.9

Postby amuzen » 22 Jul 2011, 02:56

I think you get the error because you have dh_gencontrol commented out and you haven't manually done its job by creating a "debian/files" file. Your rules file is a bit too minimalistic now since the changes file can't be created without the command.

What you're supposed to do in the rules file is that you compile and install so that the binaries and data files land in the "debian/opendungeons" directory (assuming that opendungeons is the package name you used in the control file). I don't know the commands for CMake but the basic idea is that you configure and build with the install prefix "/usr" and install with destdir "debian/opendungeons".

The rules file I use to package LoS looks rather different due to the way how it uses debhelper but basically the weird make targets do conceptually the same things you should do in yours:

{l Code}: {l Select All Code}
#!/usr/bin/make -f
WAF=./waf

%:
        dh  $@

override_dh_auto_clean:
        $(WAF) --nocache distclean
        rm -rf .build .waf*

override_dh_auto_configure:
        $(WAF) --nocache configure --prefix=/usr --relpath=false --optimize=true

override_dh_auto_build:
        $(WAF) --nocache build

override_dh_auto_install:
        $(WAF) --nocache install --destdir=debian/lipsofsuna
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Re: Roadmap for 0.4.9

Postby svenskmand » 22 Jul 2011, 16:22

I give up :( debian packaging is so poorly documented that I have no idea about how to proceed and I have now spend the last two days on it without any progress. If someone wants to give it a try then here is the files I have been working on now.
Attachments
debian.7z
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Re: Roadmap for 0.4.9

Postby svenskmand » 22 Jul 2011, 20:58

I now have something that actually runs, i.e, gives no errors with debuild and that pbuilder can build - so the dependencies must be correct. I stopped following those crappy guides and found the debian folder for the game Sauerbraten and modified their rules file slightly to fit with OD.
The source package also uploads to my PPA, now I just need to test it out a bit, and then I need you to also test it, I will let you know once I need your help to test it.
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Re: Roadmap for 0.4.9

Postby Danimal » 28 Jul 2011, 14:37

is there any change in this realease you will change the map from the test one to a "game mock-up" one? You just need to let the player star with one room and kobolds and let them expand, and in the other side a big, full of enemies dungeons to beat, no AI needed that way. Dont you think its worth a try? the test one is not appealing at all.
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Re: Roadmap for 0.4.9

Postby svenskmand » 29 Jul 2011, 11:31

We need the teamcolors to work for the game to be playable, as a first priority.
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Re: Roadmap for 0.4.9

Postby svenskmand » 31 Jul 2011, 21:50

Ok we now have the following stuff done and pending, I have prioritiezed them so the most important is listed first:
Complete for 0.4.9
  • Ubuntu PPA for Maverick and Natty, also Debian packages
  • new tile set :D
  • multilanguage support (tinygettext) (Actual translations are still needed)
Short term
  1. Working team colors for tiles. Currently you cannot tell where you can drop you creatures or kobolds as all team colors are the same. I think this is THE most important bug to fix in 0.4.9
  2. new website header, use forum + MediaWiki RSS add-on as news provider
  3. bugfixes (as they come)
  4. Keeper speeches (as they come)
  5. more refactoring (as it comes)
  6. separating level loading from game start up
Long term (one would be good)
  1. Health/level flowers or some other indication of this.
  2. Minimap
  3. Complex minimap/controll GUI container (with non-rectangular buttons, etc)
  4. A working multiplayer mode say the "Take what you can and give nothing back"-mode of this thread.
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Re: Roadmap for 0.4.9

Postby StefanP.MUC » 01 Aug 2011, 12:38

multilang support is only code-wise. We still need actual strings that can be translated. ;) So, not sure if this is something that should be listed on the changelog.
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Re: Roadmap for 0.4.9

Postby svenskmand » 01 Aug 2011, 12:52

Yes yes I know, but it is still progress :)
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Re: Roadmap for 0.4.9

Postby StefanP.MUC » 13 Aug 2011, 15:16

You can add a point "much faster startup" or something alike (from reducing the texture sizes, and the upcomming zipping of the data)
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Re: Roadmap for 0.4.9

Postby svenskmand » 13 Aug 2011, 17:26

Ok we now have the following stuff done and pending, I have prioritiezed them so the most important is listed first:
Complete for 0.4.9
  • Ubuntu PPA for Maverick and Natty, also Debian packages
  • new tile set :D
  • multilanguage support (tinygettext) (Actual translations are still needed)
  • faster startup by using zipped content files.
Short term
  1. Working team colors for tiles. Currently you cannot tell where you can drop you creatures or kobolds as all team colors are the same. I think this is THE most important bug to fix in 0.4.9
  2. new website header, use forum + MediaWiki RSS add-on as news provider
  3. bugfixes (as they come)
  4. Keeper speeches (as they come)
  5. more refactoring (as it comes)
  6. separating level loading from game start up
Long term (one would be good)
  1. Health/level flowers or some other indication of this.
  2. Minimap
  3. Complex minimap/controll GUI container (with non-rectangular buttons, etc)
  4. A working multiplayer mode say the "Take what you can and give nothing back"-mode of this thread.
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Re: Roadmap for 0.4.9

Postby oln » 13 Aug 2011, 17:46

We sort of have a temporary solution for the tile colours.
Maybe we should try to do what danimal suggested with the map, make a release soon, and then move the rest of the stuff to the next release.

Also, moving creature (possibly object) definitions to xml-files should probably be added to the list as that is what I plan to look at next. (Though it should be reasonably easy to implement.)

We also need to change the game to actually use the new tiles. Currently it's only using the new textures.
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Re: Roadmap for 0.4.9

Postby StefanP.MUC » 13 Aug 2011, 18:21

I still didn't figure out how to auto-generate zip fils using cmake (or if it's even possible at all).

Anyways, I will change the resource.cfg now on git to use the zip files. Then svenskmand can at least adjust the installer script (devs then would have to create the zips manually until we found an automatic solution). Then a release would be possible.
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Re: Roadmap for 0.4.9

Postby svenskmand » 13 Aug 2011, 18:37

Devs should just run the tarball script to get something to work with.
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Re: Roadmap for 0.4.9

Postby oln » 13 Aug 2011, 18:46

StefanP.MUC {l Wrote}:I still didn't figure out how to auto-generate zip fils using cmake (or if it's even possible at all).

Anyways, I will change the resource.cfg now on git to use the zip files. Then svenskmand can at least adjust the installer script (devs then would have to create the zips manually until we found an automatic solution). Then a release would be possible.

I think it's better to only use zipped resources for the releases/binaries, it's easier to do changes when the files are not zipped.
We could instead make the installer scripts generate a different resources.cfg when making binaries.
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Re: Roadmap for 0.4.9

Postby StefanP.MUC » 13 Aug 2011, 18:52

Yes, sounds reasonable. However, I just pushed a commit to the resource.cfg.in to use zipped files, for the time being (because we'll have a release soon anyways).
How would cmake decide if we build a binary that should be shipped or not (deciding to use the cfg with or without zip)?
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Re: Roadmap for 0.4.9

Postby oln » 13 Aug 2011, 19:23

Rather than having cmake decide it, I think svenskmands building scripts should replace or edit it, as that's what we're using for making releases.
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Re: Roadmap for 0.4.9

Postby StefanP.MUC » 13 Aug 2011, 19:30

Ah, now I fully understand the plan. Sorry for the trouble... :D

Yes, that should be the best way, I agree. Then I'll revert the change to the git repo about the cmake resource config to again use the folders.
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Re: Roadmap for 0.4.9

Postby StefanP.MUC » 13 Aug 2011, 19:36

OK, changed back. In the cleanup thread, I wrote how the structure for the release version should be like.
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Re: Roadmap for 0.4.9

Postby svenskmand » 03 Dec 2011, 13:27

Ok we now have a really nice main theme for the game :) Lets make a list of what have been made here is what I remember:
  1. Main music theme by timong.
  2. New tile set by Skorpio
  3. New concept art for the Human faction: Halfling, Wisp and Cleric.
  4. New concept art for the Undead faction: Bone Golem and Necromancer.
  5. The things that I am missing
What else? Please add to the list.
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Re: Roadmap for 0.4.9

Postby Danimal » 12 Jan 2012, 22:04

Happy new year everyone!, any news on the project state?
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