I've got FreeSCI basically ready to submit for review, and I started to look for redistributable content, since it was originally designed to play proprietary games, a la scummvm/sarien. The trouble is, most of the games I've found have no licensing info of any kind.
Add to that an itchy Send finger. . .
And my question is, do we have to package and distribute content for any engines we ship, like with scummvm and beneath a steel sky, etc?
I've got FreeSCI basically ready to submit for review, and I started to look for redistributable content, since it was originally designed to play proprietary games, a la scummvm/sarien. The trouble is, most of the games I've found have no licensing info of any kind.
-- novus ordo absurdum
Fedora-games-list mailing list Fedora-games-list@redhat.com http://www.redhat.com/mailman/listinfo/fedora-games-list
Jon Ciesla wrote:
Add to that an itchy Send finger. . .
And my question is, do we have to package and distribute content for any engines we ship, like with scummvm and beneath a steel sky, etc?
Yes we do, thats why scummvm used to be in livna until beneath a steel sky was packaged. The problem with things like FreeSCI is that it could be seen as a method / device to circumvent copy protections etc. So the (unwritten *) rule has been drafted that packages like this need to be distributed with content.
Another way of looking at it, is that we don't want to disribute useless software, whereby the definition of useless is not usefull without non free content.
Regards,
Hans
"HdG" == Hans de Goede j.w.r.degoede@hhs.nl writes:
HdG> Another way of looking at it, is that we don't want to disribute HdG> useless software, whereby the definition of useless is not HdG> usefull without non free content.
There is a program (for Windows, at least) to generate SCI games and there are fan-made games which should be "free" in some sense. For example, see http://agisci.classicgaming.gamespy.com/scifangm.shtml
The problem is that these things generally have no license text. (I can't actually get the games, since I've only seen them at fileplanet and I'm not going to submit myself to spam just to grab a few tiny zipfiles.) It should be possible to contact a few authors, however, and clarify the licenses. My understanding is that all we really need is redistribution rights.
- J<
That's what I thought, and I totally agree that that policy makes sense, I just wanted to verify. If I can find one or a few games with applicable licensing, I'll submit review request. Thanks.
"HdG" == Hans de Goede j.w.r.degoede@hhs.nl writes:
HdG> Another way of looking at it, is that we don't want to disribute HdG> useless software, whereby the definition of useless is not HdG> usefull without non free content.
There is a program (for Windows, at least) to generate SCI games and there are fan-made games which should be "free" in some sense. For example, see http://agisci.classicgaming.gamespy.com/scifangm.shtml
The problem is that these things generally have no license text. (I can't actually get the games, since I've only seen them at fileplanet and I'm not going to submit myself to spam just to grab a few tiny zipfiles.) It should be possible to contact a few authors, however, and clarify the licenses. My understanding is that all we really need is redistribution rights.
- J<
2007/4/27, Jon Ciesla limb@jcomserv.net:
That's what I thought, and I totally agree that that policy makes sense, I just wanted to verify. If I can find one or a few games with applicable licensing, I'll submit review request. Thanks.
Jon, in the meantime (or if you'll be unable to find games with a suitable license) please consider submitting your review to Dribble repository.
Bye,
Andrea.
I may do that. I've found another location with several games, all free, at least as in beer, but with no licensing. http://scicommunity.com One of the games makes reference to the program used for development (SCI Studio, Windows only) being open source. A visit to the site indicated that the program is Public Domain and the game LockerGnome Quest is "Freeware". the game also comes with the source SCI files.
If I can get some sort of license text added to the package, would this qualify?
If not, I can certainly submit FreeSCI to Dribble.
2007/4/27, Jon Ciesla limb@jcomserv.net:
That's what I thought, and I totally agree that that policy makes sense, I just wanted to verify. If I can find one or a few games with applicable licensing, I'll submit review request. Thanks.
Jon, in the meantime (or if you'll be unable to find games with a suitable license) please consider submitting your review to Dribble repository.
Bye,
Andrea.
Jon Ciesla wrote:
I may do that. I've found another location with several games, all free, at least as in beer, but with no licensing. http://scicommunity.com One of the games makes reference to the program used for development (SCI Studio, Windows only) being open source. A visit to the site indicated that the program is Public Domain and the game LockerGnome Quest is "Freeware". the game also comes with the source SCI files.
If I can get some sort of license text added to the package, would this qualify?
Depends, is it a reasonable complete game, or just a demo? I think we need some reasonable complete fully playable games which are freely redistributable for freesci to be ok for Fedora. You could try to: 1) play some of these free(beer) games 2) if they are ok, try to contact the author and get redistribution permisson
I know this may sound like a PITA, but I've managed to get free licenses for many games by just asking upstream politely, short list: tremulous - data redistribution allowed, engine already was GPl worminator - full GPL release after request) seahorse-adventures - full GPL release after request crystal-stacker + themes - BSD-ish code + data release after request alphabet-soup - BSD-ish code + data release after request
And there are probably others I forgot about. This isn't meant as bragging, but to prove that it can be done. If you think a game is worth the trouble (and most reasonable games are worth the trouble of atleast googling for the author and sending a mail), then chances are reasonable that you can get it released under a free license. In my experience this holds true for stuff which is already free as in beer. I've also tried with some (dead) privately owned shareware projects, but with no success.
Regards,
Hans
"HdG" == Hans de Goede j.w.r.degoede@hhs.nl writes:
HdG> Depends, is it a reasonable complete game, or just a demo?
There are actual complete games available.
And yes, the SCI game generator is indeed public domain except for a single component (the syntax highlighter) which has a different license, but it's for Windows. I suppose it's an interesting project for someone, but probably not of interest here.
- J<
I just have to get to contacting them. In the mean time I'm working on Qt AGI Studio.
Speaking of AGI, Sarien's website says they merged with ScummVM. I don't see this mentioned anywhere on ScummVM's site, and the current version seems not to run AGI games. Hans, any knowledge?
"HdG" == Hans de Goede j.w.r.degoede@hhs.nl writes:
HdG> Depends, is it a reasonable complete game, or just a demo?
There are actual complete games available.
And yes, the SCI game generator is indeed public domain except for a single component (the syntax highlighter) which has a different license, but it's for Windows. I suppose it's an interesting project for someone, but probably not of interest here.
- J<
"JC" == Jon Ciesla limb@jcomserv.net writes:
JC> Speaking of AGI, Sarien's website says they merged with ScummVM.
Yes, that happened almost a year ago.
JC> I don't see this mentioned anywhere on ScummVM's site, and the JC> current version seems not to run AGI games.
http://wiki.scummvm.org/index.php/Engines http://wiki.scummvm.org/index.php/AGI
- J<
Ah, I see. Any reason I shouldn't submit Sarien for review and maintain it until the SVN version of ScummVM becomes the stable release and deprecates it? AGIStudio prefers it or NAGI for testing, though it's not a true dependency.
"JC" == Jon Ciesla limb@jcomserv.net writes:
JC> Speaking of AGI, Sarien's website says they merged with ScummVM.
Yes, that happened almost a year ago.
JC> I don't see this mentioned anywhere on ScummVM's site, and the JC> current version seems not to run AGI games.
http://wiki.scummvm.org/index.php/Engines http://wiki.scummvm.org/index.php/AGI
- J<
"JC" == Jon Ciesla limb@jcomserv.net writes:
JC> Any reason I shouldn't submit Sarien for review and maintain it JC> until the SVN version of ScummVM becomes the stable release and JC> deprecates it?
In general I've never thought it to be worthwhile to submit software known to be obsolete, only to have to remove it later and worry about configuration compatibility and such. But in the end I guess it depends on how close ScummVM is to a release and whether it would be reasonable to package their development version. That's something that the ScummVM maintainers should discuss with the developers.
- J<
Since I've already got it to a working state, I may as well submit it for review. If it gets reviewed and added before the requisite ScummVM release, that's gravy. If not, it was still worth it to me to package it for my own use.
"JC" == Jon Ciesla limb@jcomserv.net writes:
JC> Any reason I shouldn't submit Sarien for review and maintain it JC> until the SVN version of ScummVM becomes the stable release and JC> deprecates it?
In general I've never thought it to be worthwhile to submit software known to be obsolete, only to have to remove it later and worry about configuration compatibility and such. But in the end I guess it depends on how close ScummVM is to a release and whether it would be reasonable to package their development version. That's something that the ScummVM maintainers should discuss with the developers.
- J<
Jon Ciesla wrote:
Since I've already got it to a working state, I may as well submit it for review. If it gets reviewed and added before the requisite ScummVM release, that's gravy. If not, it was still worth it to me to package it for my own use.
Wouldn't it be better to package nagi, as that is more complete and prefered by qt-agibuilder if I understand things correctly, then you also have a good reason to ship it with Fedora, since it (nagi) then is a development tool.
Regards,
Hans
I'd love to, but I can't get NAGI to build. I tried AGIL as well, which I can get to build, but runs in a tiny window, whether windowed or fullscreen.
Any experience?
Jon Ciesla wrote:
Since I've already got it to a working state, I may as well submit it for review. If it gets reviewed and added before the requisite ScummVM release, that's gravy. If not, it was still worth it to me to package it for my own use.
Wouldn't it be better to package nagi, as that is more complete and prefered by qt-agibuilder if I understand things correctly, then you also have a good reason to ship it with Fedora, since it (nagi) then is a development tool.
Regards,
Hans
Jon Ciesla wrote:
I'd love to, but I can't get NAGI to build. I tried AGIL as well, which I can get to build, but runs in a tiny window, whether windowed or fullscreen.
Any experience?
With NAGI, no. But I've got plenty of experience with getting stuff to build which doesn't want to. If you can send me what you have sofar, then i can take a shot if you want.
Regards,
Hans
Sure. I downloaded the source:
http://www.agidev.com/dl_files/nagi/nagi_src_-_2002-11-14.tar.gz
Untarred into a new folder foo. In foo/src I rtan make -f Makefile.linux as indicated by the docs included, and the website.
I get:
gcc -O2 -fwritable-strings -Wall -Winline -Wshadow -Wstrict-prototypes -DRAD_LINUX -DRAD_WARN -c base.c -o base.o cc1: error: unrecognized command line option "-fwritable-strings" make: *** [base.o] Error 1
If I comment out this or other flags, I get other warnings. I am running patched FC6 with SDL-devel installed.
I'll RPM this once I can get it built from source.
Jon Ciesla wrote:
I'd love to, but I can't get NAGI to build. I tried AGIL as well, which I can get to build, but runs in a tiny window, whether windowed or fullscreen.
Any experience?
With NAGI, no. But I've got plenty of experience with getting stuff to build which doesn't want to. If you can send me what you have sofar, then i can take a shot if you want.
Regards,
Hans
Jon Ciesla wrote:
Sure. I downloaded the source:
http://www.agidev.com/dl_files/nagi/nagi_src_-_2002-11-14.tar.gz
Untarred into a new folder foo. In foo/src I rtan make -f Makefile.linux as indicated by the docs included, and the website.
I get:
gcc -O2 -fwritable-strings -Wall -Winline -Wshadow -Wstrict-prototypes -DRAD_LINUX -DRAD_WARN -c base.c -o base.o cc1: error: unrecognized command line option "-fwritable-strings" make: *** [base.o] Error 1
It wants to have writable strings ?? How horribly 1980's, and too bad gcc no longer accepts that, that means that we need to find and fix all cases where string writing happens :(
I'll take a peek to see how much work this is going to be.
Regards,
Hans
My first clue that this might be non-trivial was the date in the filename.
And Sarien works. :)
Jon Ciesla wrote:
Sure. I downloaded the source:
http://www.agidev.com/dl_files/nagi/nagi_src_-_2002-11-14.tar.gz
Untarred into a new folder foo. In foo/src I rtan make -f Makefile.linux as indicated by the docs included, and the website.
I get:
gcc -O2 -fwritable-strings -Wall -Winline -Wshadow -Wstrict-prototypes -DRAD_LINUX -DRAD_WARN -c base.c -o base.o cc1: error: unrecognized command line option "-fwritable-strings" make: *** [base.o] Error 1
It wants to have writable strings ?? How horribly 1980's, and too bad gcc no longer accepts that, that means that we need to find and fix all cases where string writing happens :(
I'll take a peek to see how much work this is going to be.
Regards,
Hans
Jon Ciesla wrote:
My first clue that this might be non-trivial was the date in the filename.
It may not be trivial, but is already solved elsewhere, so need for us to break our pretty heads over it :) (see my other mail).
And Sarien works. :)
True, but if nagi is prefered by AGI-builder, then that might be good to have, or good to have too, iow it might be good to have both.
Also interesting in this light is the work I've just finished for xu4, (ultima4 remake). A couple of my students have written a program which can be used to prompt the user to download datafiles, in case the data files cannot be freely redistributed, but are freely (and legally) available for download. I've packaged xu4 using this, as I couldn't get a redistribution permission for the freely availavle data files.
See: https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=238366 https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=238367
Regards,
Hans
Jon Ciesla wrote:
Sure. I downloaded the source:
http://www.agidev.com/dl_files/nagi/nagi_src_-_2002-11-14.tar.gz
Untarred into a new folder foo. In foo/src I rtan make -f Makefile.linux as indicated by the docs included, and the website.
I get:
gcc -O2 -fwritable-strings -Wall -Winline -Wshadow -Wstrict-prototypes -DRAD_LINUX -DRAD_WARN -c base.c -o base.o cc1: error: unrecognized command line option "-fwritable-strings" make: *** [base.o] Error 1
If I comment out this or other flags, I get other warnings. I am running patched FC6 with SDL-devel installed.
I'll RPM this once I can get it built from source.
Luckily 100+ packages experience does marvels and has thought me to first go look for packages by other distros in cases like this, attached are 3 patches courtesy of debian.
the 00_debian_custom.diff patch should be applied with -p1 (while standing in the dir which contains the src dir) the other 2 with -p0. The custom patch unixifies nagies, iow makes it look for its data files under /usr/share and for its ini file under /etc.
Once the debian patches have been applied, debian simply builds it by doing: cd src; $(MAKE) -f Makefile.linux docbook-to-man debian/nagi.sgml > debian/nagi.1
I thought especially the docbook-to-man command would be good to know for you.
I've verified that nagi builds with the 3 patches, but I haven't actually run it :)
Regards,
Hans
It builds with these patches, but when I run it from a directory containing a known working AGI template game:
[limb@fawkes agigame]$ ~/fedora/nagi/bin/nagi New Adventure Game Interpreter (NAGI) v2.07 beta Copyright (C) 2000-2002 Nick Sonneveld & Gareth McMullin Author: Nick Sonneveld (sonneveld@hotmail.com) Linux port by RaDIaT1oN (g_mcm@mweb.co.za)
Based upon the Adventure Game Interpreter (AGI) v2.917 and v3.002.149 Copyright (C) 1984-1988 Sierra On-Line, Inc. Authors: Jeff Stephenson & Chris Iden
Initialising Simple DirectMedia Layer (SDL)...done. Initialising SDL video subsystem... done. font_init(): Unable to find appropriate font for current resolution. Segmentation fault
Jon Ciesla wrote:
Sure. I downloaded the source:
http://www.agidev.com/dl_files/nagi/nagi_src_-_2002-11-14.tar.gz
Untarred into a new folder foo. In foo/src I rtan make -f Makefile.linux as indicated by the docs included, and the website.
I get:
gcc -O2 -fwritable-strings -Wall -Winline -Wshadow -Wstrict-prototypes -DRAD_LINUX -DRAD_WARN -c base.c -o base.o cc1: error: unrecognized command line option "-fwritable-strings" make: *** [base.o] Error 1
If I comment out this or other flags, I get other warnings. I am running patched FC6 with SDL-devel installed.
I'll RPM this once I can get it built from source.
Luckily 100+ packages experience does marvels and has thought me to first go look for packages by other distros in cases like this, attached are 3 patches courtesy of debian.
the 00_debian_custom.diff patch should be applied with -p1 (while standing in the dir which contains the src dir) the other 2 with -p0. The custom patch unixifies nagies, iow makes it look for its data files under /usr/share and for its ini file under /etc.
Once the debian patches have been applied, debian simply builds it by doing: cd src; $(MAKE) -f Makefile.linux docbook-to-man debian/nagi.sgml > debian/nagi.1
I thought especially the docbook-to-man command would be good to know for you.
I've verified that nagi builds with the 3 patches, but I haven't actually run it :)
Regards,
Hans
This one's free as in beer:
http://www.agidev.com/dl_files/games/sq0-rep.zip
Jon Ciesla wrote:
It builds with these patches, but when I run it from a directory containing a known working AGI template game:
Can you give me any URL's to free AGI games? Then I can take a closer look.
Regards,
Hans
Jon Ciesla wrote:
It builds with these patches, but when I run it from a directory containing a known working AGI template game:
[limb@fawkes agigame]$ ~/fedora/nagi/bin/nagi New Adventure Game Interpreter (NAGI) v2.07 beta Copyright (C) 2000-2002 Nick Sonneveld & Gareth McMullin Author: Nick Sonneveld (sonneveld@hotmail.com) Linux port by RaDIaT1oN (g_mcm@mweb.co.za)
Based upon the Adventure Game Interpreter (AGI) v2.917 and v3.002.149 Copyright (C) 1984-1988 Sierra On-Line, Inc. Authors: Jeff Stephenson & Chris Iden
Initialising Simple DirectMedia Layer (SDL)...done. Initialising SDL video subsystem... done. font_init(): Unable to find appropriate font for current resolution. Segmentation fault
Found it, that is because the 00_xxx debian patch makes it look for font files under /usr/share/nagi. So the trick is to copy the font files in the bin dir of the nagi source tarbal to /usr/share/nagi. Also you should install the ini files in the bin dir under /etc/nagi. For me it works well then, atleast with the link you send.
In my previous mail I was talking about using sgml2man to generate a manpage, then I thought the docbook file was part of the nagi sources, but its a debian add on I've attached it for your convenience.
Regards,
Hans
Brilliant! I've got it packaged and am ready to submit NAGI for review. The only thing holding me up now is when I was testing, I ran into a problem where trying to save a view object to a game in AGIStudio will segfault. GDB complains about something at line 313 in view.cpp, which makes sense given that all other objects save just fine.
I'll contact upstream unless someone cares to look and sees something obvious.
Jon Ciesla wrote:
It builds with these patches, but when I run it from a directory containing a known working AGI template game:
[limb@fawkes agigame]$ ~/fedora/nagi/bin/nagi New Adventure Game Interpreter (NAGI) v2.07 beta Copyright (C) 2000-2002 Nick Sonneveld & Gareth McMullin Author: Nick Sonneveld (sonneveld@hotmail.com) Linux port by RaDIaT1oN (g_mcm@mweb.co.za)
Based upon the Adventure Game Interpreter (AGI) v2.917 and v3.002.149 Copyright (C) 1984-1988 Sierra On-Line, Inc. Authors: Jeff Stephenson & Chris Iden
Initialising Simple DirectMedia Layer (SDL)...done. Initialising SDL video subsystem... done. font_init(): Unable to find appropriate font for current resolution. Segmentation fault
Found it, that is because the 00_xxx debian patch makes it look for font files under /usr/share/nagi. So the trick is to copy the font files in the bin dir of the nagi source tarbal to /usr/share/nagi. Also you should install the ini files in the bin dir under /etc/nagi. For me it works well then, atleast with the link you send.
In my previous mail I was talking about using sgml2man to generate a manpage, then I thought the docbook file was part of the nagi sources, but its a debian add on I've attached it for your convenience.
Regards,
Hans
Jon Ciesla wrote:
Brilliant! I've got it packaged and am ready to submit NAGI for review. The only thing holding me up now is when I was testing, I ran into a problem where trying to save a view object to a game in AGIStudio will segfault. GDB complains about something at line 313 in view.cpp, which makes sense given that all other objects save just fine.
I'll contact upstream unless someone cares to look and sees something obvious.
Well if you can send me an srpm (link) then I can take a shot. This sounds like a straightforward segfault, and I'm quite good at fixing those.
Regards,
Hans
p.s.
Although I think that shipping nagi as a development tool needed by agistudio is fine, I think we should still clear this with Spot (he usually takes the decisions on stuff like this). And it would still help if we had a couple of freely redistributable games.
http://zanoni.jcomserv.net/extras/agistudio/agistudio-1.2.3-1.src.rpm
Thanks. I agree about finding redistributable games. I don't think it should be a dealbreaker, but it'd be very very good.
Jon Ciesla wrote:
Brilliant! I've got it packaged and am ready to submit NAGI for review. The only thing holding me up now is when I was testing, I ran into a problem where trying to save a view object to a game in AGIStudio will segfault. GDB complains about something at line 313 in view.cpp, which makes sense given that all other objects save just fine.
I'll contact upstream unless someone cares to look and sees something obvious.
Well if you can send me an srpm (link) then I can take a shot. This sounds like a straightforward segfault, and I'm quite good at fixing those.
Regards,
Hans
p.s.
Although I think that shipping nagi as a development tool needed by agistudio is fine, I think we should still clear this with Spot (he usually takes the decisions on stuff like this). And it would still help if we had a couple of freely redistributable games.
Jon Ciesla wrote:
http://zanoni.jcomserv.net/extras/agistudio/agistudio-1.2.3-1.src.rpm
Thanks. I agree about finding redistributable games. I don't think it should be a dealbreaker, but it'd be very very good.
Jon Ciesla wrote:
Brilliant! I've got it packaged and am ready to submit NAGI for review. The only thing holding me up now is when I was testing, I ran into a problem where trying to save a view object to a game in AGIStudio will segfault. GDB complains about something at line 313 in view.cpp, which makes sense given that all other objects save just fine.
Can you give me some step by step reproduction instructions, I cannot reproduce this with the included template game.
Regards,
Hans
Open the template game. Resource->Add. Select the VIEWDIR file. Choose VIEW, and an unused view number. Click Ok. Click the new view. Click Edit. In the new window, Click File->Save to Game.
This can be worked around by extracting and re-importing an existing view. I think the new empty view is corrupt by default.
Jon Ciesla wrote:
http://zanoni.jcomserv.net/extras/agistudio/agistudio-1.2.3-1.src.rpm
Thanks. I agree about finding redistributable games. I don't think it should be a dealbreaker, but it'd be very very good.
Jon Ciesla wrote:
Brilliant! I've got it packaged and am ready to submit NAGI for review. The only thing holding me up now is when I was testing, I ran into a problem where trying to save a view object to a game in AGIStudio will segfault. GDB complains about something at line 313 in view.cpp, which makes sense given that all other objects save just fine.
Can you give me some step by step reproduction instructions, I cannot reproduce this with the included template game.
Regards,
Hans
Jon Ciesla wrote:
Open the template game. Resource->Add. Select the VIEWDIR file. Choose VIEW, and an unused view number. Click Ok. Click the new view. Click Edit. In the new window, Click File->Save to Game.
This can be worked around by extracting and re-importing an existing view. I think the new empty view is corrupt by default.
The problem is that you're opening the viewdir file as if it were a view, but it is not, its some kinda dictionary file containing views, it is not a "view" file, hence you also need to change the file type before you can open the viewdir file. I admit that agistudio should complain that viewdir is not a valid view file rather then try to read it and create an invalid view (looking empty, but take a look at the number of loops and cells!)
The correct method to add a new really empty view is to go to tools->view editor, which will give you an editor with a truely empty view. Then you can save this with "file->save to game" in the view editor
Or you can copy an existing view by first editing it from the resources window and then choose "file->save to game as"
Regards,
Hans
So, essentially, I totally misunderstood the AGI file format. :)
Oops. :)
I'll get reviews ready.
(goes off to read RTFM)
Jon Ciesla wrote:
Open the template game. Resource->Add. Select the VIEWDIR file. Choose VIEW, and an unused view number. Click Ok. Click the new view. Click Edit. In the new window, Click File->Save to Game.
This can be worked around by extracting and re-importing an existing view. I think the new empty view is corrupt by default.
The problem is that you're opening the viewdir file as if it were a view, but it is not, its some kinda dictionary file containing views, it is not a "view" file, hence you also need to change the file type before you can open the viewdir file. I admit that agistudio should complain that viewdir is not a valid view file rather then try to read it and create an invalid view (looking empty, but take a look at the number of loops and cells!)
The correct method to add a new really empty view is to go to tools->view editor, which will give you an editor with a truely empty view. Then you can save this with "file->save to game" in the view editor
Or you can copy an existing view by first editing it from the resources window and then choose "file->save to game as"
Regards,
Hans
Reviews of agistudio and nagi are submitted. Thanks to all for the assistance and input.
https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=239811 https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=239812
So, essentially, I totally misunderstood the AGI file format. :)
Oops. :)
I'll get reviews ready.
(goes off to read RTFM)
Jon Ciesla wrote:
Open the template game. Resource->Add. Select the VIEWDIR file. Choose VIEW, and an unused view number. Click Ok. Click the new view. Click Edit. In the new window, Click File->Save to Game.
This can be worked around by extracting and re-importing an existing view. I think the new empty view is corrupt by default.
The problem is that you're opening the viewdir file as if it were a view, but it is not, its some kinda dictionary file containing views, it is not a "view" file, hence you also need to change the file type before you can open the viewdir file. I admit that agistudio should complain that viewdir is not a valid view file rather then try to read it and create an invalid view (looking empty, but take a look at the number of loops and cells!)
The correct method to add a new really empty view is to go to tools->view editor, which will give you an editor with a truely empty view. Then you can save this with "file->save to game" in the view editor
Or you can copy an existing view by first editing it from the resources window and then choose "file->save to game as"
Regards,
Hans
-- novus ordo absurdum
Fedora-games-list mailing list Fedora-games-list@redhat.com http://www.redhat.com/mailman/listinfo/fedora-games-list
Jon Ciesla wrote:
Reviews of agistudio and nagi are submitted. Thanks to all for the assistance and input.
https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=239811 https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=239812
Good,
Any progress on any freely redistributable games? I'm not 100% comfortable with this as nagi could be concidered an emulator (its not but its close), and then it would need to follow the emulator guidelines.
The big problem here is that games like Larry and Space quest are big commercial hits, and that although they had almost 0 copy protection, Sierra could still try to claim that AGI interpreters circumvention some level of copy protection / in some way are contributory copyright infringement. I know this is a long shot, but it still worries me. I know very well that this could still happen if we have freely distributable games, but then atleast we have signicant non infring use.
I see 2 solutions here: 1) Ask Tom "spot" Callaway tcallawa@redhat.com, if he says its ok its ok, explain that nagi is needed for agi studio, and thus has some use outside of any free content 2) Contact freeware AGI Games Authors and get a free distribution permission from them
I would think 1) is the best, because even if we have 2) I would still like to see Tom's approval for this.
Regards,
Hans