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Alberto Salvia Novella

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Everything posted by Alberto Salvia Novella

  1. @greebo I understand you want to keep an infrastructure that already works. But literally all the software I know of no longer use SVN, they all migrated to Git. You will want to revisit the decision.
  2. I strongly suggest that The Dark Mod source code is stored on a git based platform. Git makes contributions notably easier than SVN for the following reasons: Git is able to merge commits with minimum conflict and with great transparency. Git is distributed. Everyone has its own version of the source code, and different teams can be working in parallel on different features without needing to commit to the main repository, only to their copy till the feature is truly stable. The different applications can be stored in different repositories, so cloning them and committing is
  3. I tried but the screenshot won't respect the custom gamma levels, so you won't get the idea.
  4. @Petike the Taffer I only had a PC too... but I made good use of emulators ? In the early 2000s I owned thousand of emulated games from all consoles you could imagined. I even bought some original PS1 games to play on my computer, because I figured out how to make them work even better on it than on a real machine. It took years to perfect, but it was worth it. I also remember playing N64 games on my computer, with four game-pads and accelerated graphics. And when I tried the real console out it felt rather crappy in comparison. The original game-pads were horrible, very expensive, an
  5. For anybody that has packaged before it shall be quite trivial to do so, as the provided program does all the work for the packager.
  6. I don't usually play cracked games, but while playing abandon-ware the value cannot be overlooked. Also while testing if the game will work on Linux prior to buying it. For example I uploaded the game "Scott Pilgrim VS The World" to the Internet Archive. If it hasn't been because of a crack (and emulator) nobody in the hole Internet would be able to play it anymore.
  7. @STiFU For instance I have a mod that updates all the graphics and makes it look awesome, in case you want to try it out.
  8. @STiFU Have you tried out System Shock 2, from Irrational Games?
  9. I would create a native package using the Darkmod Linux Packager.
  10. One way or another there's always a way. Have a nice day ?
  11. Well probably there's nothing else you can do on that regard for the moment being. I have tried providing the game as an alternative version, lets see if it sticks. By the way, compared with the official standalone, the software provides the following features. In case you are interested in them: Separated saved games and mission cache for each user, so they cannot delete each other's. Missions auto-cleanup. If you delete the mission saves from inside the game, and the mission isn't the current installed one, it will be removed automatically on next game launch. This is import
  12. In their own words, the reason why they are rejecting the software is that it doesn't come from The Dark Mod project. And nothing different than that will make them change their mind. Without this software the game cannot be installed system wide and work, since a system wide folder cannot have write permission for holding the saved games and campaigns. For instance after posting this thread we had a huge fight about this, because the game cannot work without this software but they wanted it out nowadays. Then they decided to ship the game as it is, and the game is no longer able to
  13. What the software does is stated under its title: it builds a root tree adequate for packaging the game into Linux. You simply run the program, and that is done. There's nothing else to explain. The documentation is under the "info" folder. There you can find a file called "usage rights.txt" with a link to the GPL. Those extra requirements you mention are there by mistake in the human readable summary, and can be fixed.
  14. As you probably know I have created a software that fully packages The Dark Mod for Linux. Without that software the game cannot be installed system wide. The problem I'm facing is that that Arch Linux won't allow me to use it under their operating system because it's not an officially provided software. So I was wondering if The Dark Mod community could endorse that software somehow. I guess that mentioning so in this thread would be enough, otherwise I could notice. Although I'm opened to further suggestions. I can provide a digital signature that warrants that I can be held l
  15. I guess that printing to the console and to the top of the screen would be the ideal, as long as there aren't an abundance of missing assets. Otherwise it would need a still obvious, but not as invasive, way to notice the error. Perhaps a frog could croak every time there's some warning, not joking ? That way it would be clear without affecting the game-play. Or just having an easy way to show the console in game...
  16. Yeah, you keep nailing it ? I have been involved in collaborative projects for the latest twelve years, coordinating the Ubuntu Papercuts project for three. The Ubuntu origami look and feel was inspired in one of my designs. Keep spinning for jackpot ?
  17. Yeah, it won't make sense at this point crashing the game for missing assets, as that could lead many campaigns as broken. It was just more like an ideal outlook. Nevertheless probably there could be ways to make any error noticeable for sure, even if there's no crash. Better quality is what increases speed, enabling Agile and Lean methodologies. The sooner you figure out mistake proofed ways of working the faster you can move to new features and ship, instead of constantly firefighting past issues and rely on in dept testing. For instance my latest software is DevOps softwar
  18. Thanks @taaaki? There's still an error. If you go to svn.thedarkmod.com it no longer redirects to svn.thedarkmod.com/publicsvn/darkmod_src/trunk. It simply shows 404 not found.
  19. I personally only ship technology that after testing it from all angles I don't find bugs in it myself, and even then I have to correct plenty of thing. My advantage is that I correct them as soon as possible, I don't continue buying furniture when my home is on fire. Sure there are bugs that are undetectable at first, but missing assets don't belong into that category. It's like shipping a car without mirrors, and saying you didn't see it. Cause if you haven't had time to do it right, what makes you think that you will have time to fix it? I have already seen many brilliant ide
  20. When I said crashing I meant doing so before starting the mission, not while in it. This creates quality by design, by forcing people to deliver only maps which have all the defects corrected beforehand. In the Doom 3 context that won't make sense, cause it's a standalone product. A crash would mean crashing the entire game while playing, not as previous check before loading a map. Big difference.
  21. The game also returns success even if crashes. But anyway as rule of thumbs any error shall stop the process and crash the appliance for preventing further damage, and encourage people to fix it in situ before continuing further operation. For example if there is a missing asset the user is better noticing it by a crash, so they can figure out why as soon as possible, than start gaming with damaged contents around. The only exception of this is when that stop could cause a systemic collapse and there won't be a person able to fix it in a timely manner. For example, when the soft
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