The development structure of FOSS game projects can be a one-man show, it can be semi-closed by having a fixed team and little web presence, it can have lots of tasks without anybody knowing what needs to be done, or it can be plain frozen until a developer decides to pick it up.
Today, I will try to pick some of the open development ones that provide some kind of ordered task list and provide instructions in the case of media creation being the job.
Programming
Syntensity has some open tasks (having played the game helps understanding :) ), which involve tinkering with the Sauerbraten-based engine and JavaScript.
I just found out on #ufoait that UFO:AI is soon to release the first version that allows you to win the game. This will make the squad tactics game be eligible to a line on our list of complete foss games! There are still a few tasks to complete before 2.3, a humble list compared to all the open issues.
PARPG developers wants to ship the first tech demo on 10th of March but could use some Python programmers' help. The engine used by PARPG, FIFE, just released 0.3.0, introducing internationalization as one of the features. One plan for a forthcoming version is to improve rendering performance.
Never mind the sidetracking, regarding PARPG programming: here's the first step (chat) of involvement and the second (forums). :) In case you're worried about setup complications: being on Arch Linux it has been no effort for me to install fife-svn and test the svn version of PARPG many times.
Current PARPG status
I told you about the problems of getting Bitfighter to run on my x64 system. Others suffer from the same and now the development team is looking for someone willing to take a look at our errors and their code in this thread. Should you happen to take a look and have an idea of what the problem is but are too laz.. busy to register at yet another forum, please do comment on this post. :)
Assets/Media/Art
Racer is getting prettier and prettier and hopefully the instructions for making cars, using the editor and creating visual themes will let some race track artists do their magic. I recommend the racer-dev group for getting in touch with the developer.
A list of wanted voice lines for NAEV was compiled. For brainstorming, a PiratePad was used, which is based on the FOSS collaborative web text editor etherpad.
jClassicRPG recently received a new voice pack but is still looking for more voices. If you are or you know someone who likes to put their voice to use and has a way to record it, go to/direct them to the updated voice acting instructions.
irrlamb documentation now features a wiki page on level editing. For questions and feedback use this thread.
6 comments:
At Worldforge we use Launchpad to provide a list of available tasks: https://blueprints.launchpad.net/worldforge
We actually got some voice content as per the list in NAEV, we just have to get around to filtering it and adding it. T'was fun.
Here's a quick patch against Bitfighter SVN:
http://pastebin.com/m6cfafb1
Click the "download" link to get something that can be fed to patch -p1. I doubt it will apply cleanly due to CRLF soup in the files, so you may have to resort to copy+paste.
Wow thanks, i'll need a while to get this to work. I don't get patches at all.
$ patch -p1 < m6cfafb1.txt
(Stripping trailing CRs from patch.)
patching file tnl/log.cpp
Hunk #1 FAILED at 97.
Hunk #2 FAILED at 112.
2 out of 2 hunks FAILED -- saving rejects to file tnl/log.cpp.rej
(Stripping trailing CRs from patch.)
patching file zap/UIGame.cpp
Hunk #1 FAILED at 1176.
1 out of 1 hunk FAILED -- saving rejects to file zap/UIGame.cpp.rej
(Stripping trailing CRs from patch.)
patching file zap/gameLoader.h
Hunk #1 FAILED at 44.
1 out of 1 hunk FAILED -- saving rejects to file zap/gameLoader.h.rej
(Stripping trailing CRs from patch.)
patching file zap/gameObjectRender.cpp
Hunk #1 FAILED at 47.
Hunk #2 FAILED at 63.
2 out of 2 hunks FAILED -- saving rejects to file zap/gameObjectRender.cpp.rej
(Stripping trailing CRs from patch.)
patching file zap/huntersGame.cpp
Hunk #1 FAILED at 707.
1 out of 1 hunk FAILED -- saving rejects to file zap/huntersGame.cpp.rej
(Stripping trailing CRs from patch.)
can't find file to patch at input line 122
Perhaps you used the wrong -p or --strip option?
The text leading up to this was:
--------------------------
|diff --git a/zap/lineEditor.h b/zap/lineEditor.h
|index 34fc03e..975a52e 100644
|--- a/zap/lineEditor.h
|+++ b/zap/lineEditor.h
--------------------------
File to patch:
Skip this patch? [y] y
Skipping patch.
2 out of 2 hunks ignored
(Stripping trailing CRs from patch.)
patching file zap/main.cpp
Hunk #1 succeeded at 1340 (offset -50 lines).
Hunk #2 succeeded at 1429 (offset -49 lines).
(Stripping trailing CRs from patch.)
patching file zap/ship.h
Hunk #1 FAILED at 201.
1 out of 1 hunk FAILED -- saving rejects to file zap/ship.h.rej
(Stripping trailing CRs from patch.)
patching file zap/textItem.cpp
Hunk #1 FAILED at 255.
Hunk #2 FAILED at 277.
Hunk #3 FAILED at 342.
3 out of 3 hunks FAILED -- saving rejects to file zap/textItem.cpp.rej
That's pretty much what I expected, except the part about a missing file -- is that really the latest SVN you have there?
Anyway, a brute force approach would be to run fromdos on all the *.cpp and *.h files as well as on the patch, and then try to apply it. If all else fails, you can always apply the patch manually. It should be obvious what goes where just by looking at the color-coded diff on pastebin.
Reading through the thread, I totally overlooked that it's about a particular version (0.12 something?), not the SVN. For the record, the patch is against code found here:
https://zap.svn.sourceforge.net/svnroot/zap/trunk
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