chippo
January 9th, 2007, 08:52 AM
Howdy,
What's the deal about getting SVN write access?
Many projects I've contributed to before, have a page somewhere telling you the requirements. If there's one here somewhere, then forgive me, I've not seen it. Sometimes one has to put wet ink on dead trees and snail mail the dead trees to the other side of the planet. (The contents of what you've just signed more or less amount to: "GPL uber alles".) If this is the case, I'd like to snail off the dead trees soon, so that by the time I've got code to commit, they've landed.
I see that not too many people had gotten this before (at least since SVN started):$ svn log | grep '^r[0-9].*|' | cut -d'|' -f2 | sort -u
hurdler
jussip
segabor
smite-meister
The stuff I want to work on (in order) is:
- Expand some documentation to clarify some confusions I had, and make more things cut'n'pastable. This includes compiling and running and is mostly to do with glBSP and OpenTNL. I'd include fixing the patch for OpenTNL here.
- Do a robustness audit on the code. I'm convinced that some of the seg faults I was having (before I had the right software/hardware) were caused by not checking the return values of library/system calls.
- Find/fix any bugs that I come across.
- Work out and implement a scheme to be kinder to old hardware and try and fall back to other video modes where the game can still run.
Cheers,
chippenthog
What's the deal about getting SVN write access?
Many projects I've contributed to before, have a page somewhere telling you the requirements. If there's one here somewhere, then forgive me, I've not seen it. Sometimes one has to put wet ink on dead trees and snail mail the dead trees to the other side of the planet. (The contents of what you've just signed more or less amount to: "GPL uber alles".) If this is the case, I'd like to snail off the dead trees soon, so that by the time I've got code to commit, they've landed.
I see that not too many people had gotten this before (at least since SVN started):$ svn log | grep '^r[0-9].*|' | cut -d'|' -f2 | sort -u
hurdler
jussip
segabor
smite-meister
The stuff I want to work on (in order) is:
- Expand some documentation to clarify some confusions I had, and make more things cut'n'pastable. This includes compiling and running and is mostly to do with glBSP and OpenTNL. I'd include fixing the patch for OpenTNL here.
- Do a robustness audit on the code. I'm convinced that some of the seg faults I was having (before I had the right software/hardware) were caused by not checking the return values of library/system calls.
- Find/fix any bugs that I come across.
- Work out and implement a scheme to be kinder to old hardware and try and fall back to other video modes where the game can still run.
Cheers,
chippenthog