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Build Doom3 on MacOSX with XCode4

fabiensanglard.net

21–30 of 32 posts

Re: Build Doom3 on MacOSX with XCode4

#22
post #20

Why not just get these changes upstream? Also, instead of forking it on GitHub, he just reuploaded the whole thing again ( https://github.com/fabiensanglard/Doom3-for-MacOSX- ) so that others cannot easily merge these changes. And neither in his repo nor in his post, there is a reference to the original repo ( https://github.com/TTimo/doom3.gpl ). Also, on the original repo, there were already a few fixes for Xcode4…

> Also, instead of forking it on GitHub, he just reuploaded the whole thing again He responded in his comments: > If not, the fork will remain buried as a Pull Request with no visibility at all. Which is loads of bullshit. By design git is decentralized so upstream is a mere convention, where usually the closest to upstream is either the original author's repository or the most active repository.

I was actually writing a blog post on this issue as we speak. GitHub's approach is broken to how they handle forks. It's a long post but I updated it to mention your comment here.

http://zbowling.github.com/blog/2011/11/25/github/

Re: Build Doom3 on MacOSX with XCode4

#23

My main issue is that I don't see why he's using a Das Keyboard with the letters on the keys. Doesn't that defeat the point?

They sell one with letters on the keys. I think its called the professional model. I always thought the point of das keyboards was the tactile button presses...

Re: Build Doom3 on MacOSX with XCode4

#24
post #8
post #7

"brew install doom3" would be sweet.

No idea what brew is but be aware that the game media is not free.

Sure. Linux distributions used to deal with this all the time, you could install the old doom, quake packages, etc., and you'd have to provide your own game-media - but the package manager would install the linux-native game binaries for you.

Re: Build Doom3 on MacOSX with XCode4

#25
post #20

Earlier quoted context omitted.

> Also, instead of forking it on GitHub, he just reuploaded the whole thing again He responded in his comments: > If not, the fork will remain buried as a Pull Request with no visibility at all. Which is loads of bullshit. By design git is decentralized so upstream is a mere convention, where usually the closest to upstream is either the original author's repository or the most active repository.

I was actually writing a blog post on this issue as we speak. GitHub's approach is broken to how they handle forks. It's a long post but I updated it to mention your comment here. http://zbowling.github.com/blog/2011/11/25/github/

A fork is a mere 'git clone'. The brilliance and simplicity of SHA1s makes linking repos as trivial as a git remote add. I venture it would be quite costly to actively look at every commit of a new repo to match it with every other commit in every other github repo (unless they start maintaining a global index of all SHA1s->repos). So for now Github merely records that one cloned a repo, and I seriously won't blame them for that.

If the guy did things properly, although inconvenient we could just do that to merge back, but apparently what he did was rewrite or recreate history in some way, so that SHA1s changed so it's not even possible to add remote[0]. I guess that even with no common ancestor SHA1s one could still use rebase --onto to replay some part of his history.

Either way I can't tell because the repo is 404 now and I did not have a chance to browse it, let alone clone it.

[0] http://news.ycombinator.com/item?id=3277181

PS: I like some of your ideas, like hiding forks that can be fast-forwarded (i.e they have no changes i.e their HEADs are members of the parent repo), and detecting that one has pushed a repo that is obviously a clone of another, although I'd rather have it be manual (like a message on the github's console saying "we detected that this repo could be a clone of that repo, do you want to mark it as a fork?")

Re: Build Doom3 on MacOSX with XCode4

#27
post #2

Does the Doom3 source code includes RoE? There's no Mac port of RoE so now it could be possible to port it.

The idtech4 source code release does not include any game data whatsoever (only the game engine source code), so the short answer to your question is "no".

Re: Build Doom3 on MacOSX with XCode4

#28

Earlier quoted context omitted.

could someone explain what exactly is and isn't free? The source to the game executable (rendering, script interpreter, physics, pathfinding) is free and released under GPL. The assets, however, such as scripts, textures, shaders are still under the original commercial license. It is certainly possible to make your own media for the game; it will be a lot of work, but arguably less work than writing your own game eng…

Thanks. So if I wanted, theoretically, to modify the mechanics of the game, how would I do that with "assets"? For example, if I wanted to add "magic" or something (like mana from diablo 2), and perhaps change the way "score" is calculated, is that part of an asset as well? Do engines provide a DSL for making games? I guess that's my question. It seems like media assets only allow you to reskin Doom instead of making…

ID has released the source code to idtech1-3 and it has done wonderful things for the open source company. Take a look at warsow, which is based on the idtech2 engine (engine used for quake II): http://www.warsow.net/

There are also a variety of games using idtech3 (quake 3 engine) such as UrbanTerror, OpenArena, and Nexuiz (http://www.urbanterror.info/home/ http://openarena.ws/smfnews.php http://www.nexuiz.com/).

I'm not sure idtech4 is as suited for fast multiplayer gaming like the idtech2/3 engines were, but who knows what the open source community will come up with.

Re: Build Doom3 on MacOSX with XCode4

#29
post #2

Does the Doom3 source code includes RoE? There's no Mac port of RoE so now it could be possible to port it.

It includes the source code for the expansion pack game dll (in d3xp). You'll still need the original RoE assets (when I went to install them on Windows, the installer crapped out because I wasn't on Windows 2000 or XP, but you can just copy them from a directory on the CD- they're in a d3xp directory or something like that).

Re: Build Doom3 on MacOSX with XCode4

#30

Why not just get these changes upstream? Also, instead of forking it on GitHub, he just reuploaded the whole thing again ( https://github.com/fabiensanglard/Doom3-for-MacOSX- ) so that others cannot easily merge these changes. And neither in his repo nor in his post, there is a reference to the original repo ( https://github.com/TTimo/doom3.gpl ). Also, on the original repo, there were already a few fixes for Xcode4…

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