Build Doom3 on MacOSX with XCode4
21–30 of 32 posts
Re: Build Doom3 on MacOSX with XCode4
#22Why 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.
Re: Build Doom3 on MacOSX with XCode4
#23My 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?
Re: Build Doom3 on MacOSX with XCode4
#24"brew install doom3" would be sweet.
No idea what brew is but be aware that the game media is not free.
Re: Build Doom3 on MacOSX with XCode4
#25Earlier 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/
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
#26Re: Build Doom3 on MacOSX with XCode4
#27Does the Doom3 source code includes RoE? There's no Mac port of RoE so now it could be possible to port it.
Re: Build Doom3 on MacOSX with XCode4
#28Earlier 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…
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
#29Does the Doom3 source code includes RoE? There's no Mac port of RoE so now it could be possible to port it.
Re: Build Doom3 on MacOSX with XCode4
#30Why 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…