Current state.

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Now that i have the package building correctly and NEED COPYRIGHT INFO. can i please get the license we will release under (currently assuming gplv3) . so that i can post the correct info as well as tag the files with the correct copyright info.

Next Step is for me to set up the repo structure in a manor that can be fetched daily without extra bloat of the install/reversing stuff.

how does this look to everyone for the repo structure???

/
--/TRUNK (the development happens here)
---/QGearsMain/
---/Plugins
---/SupportedGames (various info for supported games
---/output (will need to be sanitized for copyright stuff? mostly all is from the ogre format data.)
---/dependencies/
---/CMakeLists.txt
---/COPYING.txt  (contains our copyright info for the project , basicly a copy of gpl v2 or gpl v3 what we decide apon)
---/debian (folder containing rules and stuff for making debian packages
---/q-gears.desktop (our shortcut for menus)
---/q-gears.png (icon that system will use for qgears)
--/OTHER STUFF (propose a name, maybe should be a few folders.)
---/ all the other folders like misc, media, revercing etc.. 
--/RELEASES  (released code. )
---/0.21 (version 0.21)
---/0.50 (some later version, number is made up )

reason for this is so the development code can easily and without bloat be downloaded for building and daily testing.

now i will work on getting the install portion working as expected without issues on different systems.
 
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the source forge site [1] states it is under gpl2, I released my code under mit until I found out it was using gpl2 but didn't change all files
but now as it comes to more developers we should really include a license and a contributors file and prepare a general source header with the minimalistic version of the license
I would stick with gpl2 just to not need the change it but I don't really mind

[1] http://sourceforge.net/projects/q-gears/
 
yeah i put the gplv2 in copying.txt . the package building is working well. still need to move some things around ill see if i can idle on irc today.

EDIT::

so the Plugins is not needed to build the package.

I was looking in to only pulling the needed files from sourceforge and after creating the project I have discovered that
Launchpad does not support mercurial :(. so i have no idea how im going to import the code for daily building. Is there any possibility of us being able to host a mirror in git or svn on sourceforge at the same time? I look in to how / if this is possible. A Project admin would have to ultimately make the changes because I can not.
 
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a fork to git hub seams like the best bet. as you dont' get to pick the command you just select the service (hg-git or git-hg doesn't work) . i made a git hub account didn't spend much time trying to get the repo set up . so if you get to it feel free. then we just need to keep the github and sourceforge versions in sync.

yes launchpad at some point did support mercurial from what i have read it was never working correctly and used very little so they just decided to drop it.
 
really hard to tell, any hint on which file it is that's causing the error?
 
With Q-gears is there a way to make Sephiroth and Vincent seperate and restore Sephiroth's rename menu?  I found the menu in question in the flevel though the issue is that it is unfinished with just a blank box.  If we can make them separate then it would make a natural Sephiroth mod a whole lot easier and do able.
 
im going to say no, because in order to work with the stock game data they will have the same save slot like they always have.
 
the initial idea, and I like it so I try to stick to it, was to have a drop in replacement for the original executable
so my priority lies with the original data, but the resource system of ogre encourages separation of serialization from the implementation of resource usage so it is relative easy to have multiple implementations of serialization meaning multiple file formats per data type
like there is a xml representation of the ogre mesh files or you can use png,jpeg,bmp ... for textures
so the ultimate goal would be to have it compatible with the native data and some more easy to edit formats
currently you can use ogre mesh files and ff7 mesh files (.hrc if I remember correctly)
but it is still a long way to go and there is currently not much development going on
 
well i found out why it won't import to launchpad .. there is some non UTF-8 stuff in the history or a referance to a non UTF8 filename in the history. it was suggested to me that the only way to get it to import would be to rewrite the history. i will most likley make a new "clean" repo out of what is needed so that it has a clean history.. hopefully soon we can get those dailys built.. on a side note q-gears will now be two packages one for q-gears and another for q-gears-test-data . the test-data will contain the output/data folder and will be needed for demoing untill q-gears works with stock data. or other way to do user import.
 
Hello, long time no see  :)

How is q-gears progress going. Din you manage add something new features?
 
i have not even coded anything :( . zero has done almost all the hard lifting. i have just be working on geting a daily built although not very much as i have spent maybe 3 hours in the past few months on it. once things around me settle back down i should have more time for my projects.


Edit: i have gotten the code to import !! we should have dailys working now!

People with *buntu (or a debian based distros ) should be able to install from myFF7-Daily PPA

When a Stable version is released it will of course be moved to myFF7 PPA

their are two packages you need to install
q-gears  this contains the engine ONLY
q-gears-test-data : this package contains the test data from "run wild"  you know for testing..


to install on *buntu
Code: [Select]
Code:
sudo add-apt-repository ppa:sithlord48/ff7-dailysudo apt-get updatesudo apt-get install q-gears q-gears-test-data
@ akari , zerotacg: can we make the data path switchable like the config path ? end user should be able to select their data path so they can place files in *nix without being root . it would also make it easier to maintain several data sets
 
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data path is configured in resources.cfg not sure if there is still some hard coded paths but thats where you can add paths zips etc where models n stuff can be found at least for the stuff that I moved to ogres resource system
 
Is there is a list of supported platforms? On Debian the Orge version is missing a couple of functions that we could easily implement ourselfs to get it building.

What about a task list of things to do for new people to start work? Or a basic doc that describes the code layout/architecture of the engine?

Its also not clear what you're supposed to do/run once everything is built to see something in action. Has the engine got support for the world map (if we had that list of things done/not done then I wouldn't need to ask ;)).
 
I totally agree, I'd be more inclined to add code to this mess if I could make more sense of it  ;)

Haven't tested the ubuntu repo but I definitely will give it a try, good to see it's finally running on Linux
 
paul what version of debian are you using?
   ogre 1.8.0 is needed to build and some extra libboost stuff .
Build-Depends: debhelper(>= 7.0.50~),libogre-1.8-dev, cmake, cdbs,libois-dev,libboost-program-options-dev,libboost-filesystem-dev
they are ubuntu packages but should be named the same in debian. although versions maybe different

when you start q-gears press F8 to load up the data.

it would be very helpful to have those kinds of docs.
 
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