PlaneShift
Gameplay => General Discussion => Topic started by: yandaoben on December 21, 2003, 07:14:55 pm
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k,
i\'m no computer wizz but i want to know what they mean by PS being open-sourced. how do we edit the game? then wat we do? we send the edited copy to fragnetics then they c whether they like it? how? HOW? HOW??!?!?
ahem.
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Every computer program is composed of \'source code\'. Often times this source code is a closely guarded secret because if you have the source code you can build your own version of the program. In Open Source Software people make the source code public. This is done for a couple of reasons.
1) Allows many people to contribute to a project that may not have a chance otherwise.
2) Provides good peer review. Many eyes can spot more code problems quicker.
3) Often can provide more secure or robust code as people can see exactly what is going on.
We are also trying to make PS very customizable out side of the code. This is done through XML files where you can easily change your GUI and other things.
You should send any questions,comments, changes to us at PlaneShift. Fragnetics is the company that is hosting the game ( thanks!, go visit them at http://www.fragnetics.com and buy something from them! ).
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I heard something about it being scripted in python. Is this true? That very much rocks :-)
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ok, this is to the programmers or anyone else who knows, (i havnt been on in awhile so remember that)
how about when will it be open-source, sometime in alpha? beta? release? sometime after release?
and will u give us list of programs we can use to view and edit the source? (if its XML format tell me)
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The game has always been open-source. I don\'t know what you would use to edit the code, though.
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aa, ya i wasnt sure if it was already open-sourced or not, but i read another post that said its only in the linux version
well this is to whoever can answer this
when will there be an available (downloadable) version of the source code?
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You can always get the source code for Planeshift. You can use the Sourceforge site (http://sourceforge.net/project/showfiles.php?group_id=8351&package_id=46901) to download the source. Note that this says \"Linux,\" but that\'s only because for Linux doing a compile from source works much better than providing an executable. The \"Windows version\" you see is just the source code already compiled. The same code works on both Win32 and Linux.
The link about will give you the latest stable release of Molecular Blue (the current PS version). There is a way to get the current code being used by developers that is the current state of the next version. This code has the latest features, but a lot of times it doesn\'t work :( The easiest way to get help for doing this is to ask a dev on their IRC channel, but I\'d highly suggest you figure out how to use a compiler first and try it on the MB code.
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Originally posted by Mogura
The game has always been open-source. I don\'t know what you would use to edit the code, though.
that one\'s easy ...just open the files (no matter which one, they\'ll all readable) in your favourite editor (pico/nano, vi, kate, emacs ...or notepad if you\'re one of the unfortunate ones) and try to learn how to code very fast :]
it\'s not as hard as reading the matrix ...but it does require some training.
p.s. i\'m not a coder ...i just know code when i see it, and sometimes i can quick-fix some code to work for me.
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lol ok thx yall, and if u can get me a really good editor i\'d appreciate it, mainly one thats all free if not i need a crack
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Check out this list (http://freshmeat.net/search/?q=editor&trove_cat_id=218§ion=trove_cat&x=0&y=0) of nice win* free editors ...pick one that you like :] ...for a more specific search try searching in the same page for \"text editors\"
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ok thx, now if i can just learn to program :S
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Originally posted by roguewolftamer
ok thx, now if i can just learn to program :S
yup, that\'s the tricky part about it :)
if you tell me what you want to do with the code i might be able to suggest something simpler. ...like getting a simple-to-code (noobie-friendly) engine like Irrlicht (http://irrlicht.sourceforge.net) ...Planeshift runs on Crystal Space (http://crystal.sourceforge.net/), but it\'s pretty complex.
another nice engines are Tenebrae (http://tenebrae.sourceforge.net/) (a very improved quake engine), Ogre (http://ogre.sourceforge.net/) and Soya3d (http://oomadness.tuxfamily.org/en/soya/)
all I mentioned are FOSS [Free Open Source Software]
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Originally posted by roguewolftamer
ok thx, now if i can just learn to program :S
I don\'t know how far you are with C++, but I would recommend reading this very good manual (http://www.icce.rug.nl/documents/cplusplus/) to anyone willing to learn or to perfect his knowledge of this programming language. It\'s also a handy reference.
Very good references from Hook, btw ;)
I think Ogre is one of the easiest to start with, and it\'s not too hard to compile under Windows or Linux.
Check also this recent post (http://planeshift.oodlz.com/wbboard/thread.php?threadid=6759&boardid=13&styleid=3) from Venge.
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ok lemme restate what i was saying, i shoulda before but forgot
ok, now if i can just learn to program, and not be bored with all the reading ;)
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Originally posted by CadRipper
Very good references from Hook, btw ;)
I think Ogre is one of the easiest to start with, and it\'s not too hard to compile under Windows or Linux.
thx. although as far as i could judge i think the Irrlicht engine is very very very easy and has great tutorials ...haven\'t looked too much into the Ogre docs though.
p.s. hope to see ya soon in PS again ...haven\'t seen you in months.
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You are right, Hook. Irrlicht is very good from that point of view too, though this time it\'s me who hasn\'t been deep into the documentation ;)
I think both are as interesting to be honest, it was badly stated in my previous post. They have good features, their code seem clean from the little I\'ve seen, and they are very well documented. A question that has yet to be answered for me is how they behave and compare for big maps.
We have chosen Ogre for the EFH project (Abaddon\'s project, I\'m sure you have met him when both of you were still online in PS - I would give a link but the site is being moved) mainly because of the very good feedback we have seen from other projects about this engine, but the same could be said for Irrlicht I suppose. Hard to choose, but at one point you have to.
Hope to see you too !
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Beeing open-source involves more than just sharing the sourcecode, there are other major things involved. Read open-source defintion people, its a revelation. http://www.opensource.org/docs/definition.php (http://www.opensource.org/docs/definition.php)
And for all of you who don\'t know about open-source, get to know it. There are open-source alternatives to almost every program most people use every day. Examples of amazing open-source projects for the average (windows using) Joe are:
The mozilla browser project (http://www.mozilla.org)
The OpenOffice.org office suite (http://www.openoffice.org)
The Gnu Image Manipulation Program (GIMP) (http://www.gimp.org)
The Gaim multi-protocol instant messaging client (http://gaim.sourceforge.net/)
Using open-source software on your desktop is wonderful, you can contact the actual developers, or other nice and competent people if you have issues. You have great communties around each project, like the wonderful planeshift community, and the software mostly rock!
Sorry for the off-topic ramblings.
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i have done limited c++ coding and was able to compile irrlicht and edit the engine to do some cool things in 20 minutes. it is the easiest to use i have tried. i could never get ogre to compile because of the darn stl files. u have to do something with them but i never figured it out. o well.
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Originally posted by gamer14
i have done limited c++ coding and was able to compile irrlicht and edit the engine to do some cool things in 20 minutes. it is the easiest to use i have tried. i could never get ogre to compile because of the darn stl files. u have to do something with them but i never figured it out. o well.
OGRE is very simple to compile, actually; its just a bit complicated since it has a few dependancies (among which is STLPort, something that makes me very nervous every time I install it for some reason...)
CS actually compiles out of the box basically, if memory serves me correctly, it has one dependancy on Win32.