Philip Wyett | 11 Feb 00:50
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[CsMain] CS and CEL 2.0 RC1

Hi all,

Sorry we have yet to push out the 2.0 RC1. We have issues and last
minute bug fixing to do. We have also added a new blender exporter. We
will will announce a release of RC1 very soon. Please be patient and
allow us to smooth things out to give you the best RC we can.

Regards

Phil

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Philip Wyett | 11 Feb 00:47
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[CsMain] CS and CEL 1.4.2 wil be released 03/03/2012

Hi all,

While CS and CEL 1.4.1 is stable and was to be the last release in the
series. An issue has arisen that has made us decide to do one last
release.

This release will be 03/03/2012.

This will be the last release ever of the series, no matter any other
issues that arise. BY this time 2.0 will be ready for prime time and
users and devs should already be looking at making the move.

Regards

Phil

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Philip Wyett | 29 Jan 07:01
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[CsMain] Crystal Space and CEl 2.0 RC 1 release

Hi all,

Due to unforeseen circumstances. The CS and CEL 2.0 RC1 release has been
put back for a couple of days. Expect the release to now take place in
the next 48 to 72 hours.

Apologies for any inconvenience caused.

Regards

Phil

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Jorrit Tyberghein | 25 Jan 20:36
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[CsMain] Looking for free Creative Commons licensed textures

Hi all,


For Ares (and also for demos made for Ares) I'm looking for Creative Commons licensed
textures. I'm mostly looking for textures that can be used in a SciFi settings. Like hitech
walls, computer equipment, barrels, ...

Also Creative Commons blender models (same setting = SciFi) are very nice.

So if you know any archives of where I can find these types of textures and models or
you have some of your own then please tell me :-)

Thanks in advance!
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Christophe ILLY | 19 Jan 17:31
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Re: [CsMain] CS, CEL and Ares future. What would you like to see?


> On the back of the below email. What would the CS community like us to
> be looking at in the near future and the longer term?
>
> Regards
>
> Phil
In short : focus on technologies affordable for low budget projects 
(alternative render technologies, easy asset integration).

In less short : current hardware has led to astronomical prod costs. 
Only huge editors can fund Skyrim or Assassin's Creed. When a 
not-so-huge project tries to make a game "almost like the blockbusters", 
players and media often reject it violently, as if they were tricked. So 
if you don't have a Ubisoft budget, the safest is to choose a stylized 
rendering (cell shading or whatever), and Fully embrace this artistic 
choice.

Clearly, Crystalspace can't target the blockbuster market. So it must 
focus on solutions for these artistic rendering choices. It'd be a great 
"selling point" among the 3d engines market. Currently, I'd prefer Unity 
for my commercial games. I'd change my mind immediately (and would 
gladly donate) if the "CS sales pitch" talked about "anti-tedious 
alternatives" and "no Ubisoft prod budget".

Can't say more about specific technologies, since you are the ones who 
are experts. I just suggest to think twice before starting to develop a 
new feature or improve an old one, and focus on what a small studio 
would need for a non-pretentious game.

That's what I've wanted to say since I saw the recent GSoC subjects 
(some quite opposite to this anti-blockbuster point of view).

And as already said, easy asset integration is also a key matter.

-
Christophe
CS user for the project "La Fugue Orpheline"
... and maybe one day for a commercial game.

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Philip Wyett | 18 Jan 16:20
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[CsMain] CS, CEL and Ares future. Call for help and donations.

Dear CS, CEL and Ares developers, users, supporters and all,

In the fast pace world of 3D, hardware and gaming. It is difficult to
keep up and progress without the assistance and generosity of others.

CS, CEL and Ares are three core projects that now and in the future,
bring you the ability to create games and other applications with a
degree of ease and flexibility. Doing this though creates it's
challenges. As Open Source projects, we survive on peoples generous
donation of time and their passion which is so great they purchase as
much of the hardware to progress the projects from their own pockets.

We are reaching out to the community and wider to assist us if you can
and reduce the burden from individuals and progress as we wish to. In
the future we wish to:

  - Better support Apple Mac OS X
  - Add Android support
  - Add Apple iOS support
  - Add GLSL and GLES

We would also like to be able to purchase up to date versions of
software for example Visual Studio for long standing developers. Other
uses of any financial donations would be decided by concensus amongst
the development team as they are at present.

As projects we are always looking for new people to help in all areas of
the projects.

If you are able to offer your time to any of the projects please contact
us via
the discussion or development mailing lists.

To subscribe and mail to the list, please see:

http://www.crystalspace3d.org/docs/online/manual/Mailing-Lists.html

As projects we are in desperate need hardware and software to bring
support and features up to date then progress and we as individuals can
only do this via donations in the future.

If you are able to make a donation of money or hardware. Please contact
the founder of the CS, CEL and Ares projects:

Jorrit Tyberghein - Email: jorrit.tyberghein <at> gmail.com

Regards

Phil Wyett

Crystal Space and Crystal Entity Layer release manager.

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Philip Wyett | 18 Jan 15:14
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[CsMain] CS 2.0 and Mac OS X

Hi all CS'ers,

Can any Apple Mac OS X users give any feedback as to the state of the CS
2.0 tree on their platform?

As we approach a release, we would not like to release with a broken
major platform.

Regards

Phil

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Philip Wyett | 18 Jan 15:08
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[CsMain] CS 2.0 release schedule

Hi all,

Due to the need for a beta 3. We will be adjusting the release schedule
slightly.

- Release Candidate 1 - January 28, 2012

- CS 2.0 Final - February 11, 2012

This is subject to change if issues appear in the RC.

Regards

Phil

> Hi all,
> 
> Please read this whole email for the method of this madness. :-)
> 
> What follow is a general time line to a CS 2.0 release.
> 
> - Some time for Vincent to merge and us all to work on this
>   release in the areas that need to be done.
> 
>   Hopefully we can all let each other know what we would like in
>   and what needs to be done to the branch.
> 
> - Beta 1 - December 10, 2011
> 
>   The branch will be tagged as beta 1.
> 
>   The subsequent/generated snapshot will be announced as beta 1.
> 
> - Release Candidate 1 - January 21, 2012
> 
>   The subsequent/generated snapshot will be announced as RC 1.
> 
> - CS 2.0 Final - February 02, 2012
> 
>   Archived, released and announced.
> 
>   Windows binaries follow. Announcement follows.
> 
>   Apple Mac binaries?
> 
> Why this cycle and specific dates? Windows binaries are OK as we
> have a man for that. :-) This date I have chosen so it is a few months
> prior to the most popular GNU Linux distro releases and giving time
> for any CS release to be packaged and included with their latest and
> greatest.
> 
> Ubuntu releases every April and October normally.
> 
> Fedora release every May and November normally.
> 
> The following proposed release would be late August to mid September.
> 
> Please now berate me and call me mad.
> 
> Regards
> 
> Phil

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Philip Wyett | 14 Jan 23:12
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[CsMain] CS and CEL 2.0 beta 3 released

Hi all,

The CS and CEL dev teams are happy to announce the release of CS and CEL
beta 3.

This release includes:

 - Bug fixes
 - Minor doc updates
 - Update to winlibs. Courtesy of Frank Richter.

This release does not include:

 - Updated release docs. Coming soon...

Regards

The CS and CEL development teams.

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Philip Wyett | 10 Jan 07:57
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[CsMain] Searching CS code tree using grep and avoid .svn directories question

Hi all,

I got a great email today asking how to search the CS tree and avoid the
'.svn' directories and all that data contained within.

I personally on GNU Linux use 'grep' and 'egrep' with the poorly
documented '--exclude-dir' switch. This I combine with a pipe and 'sort'
to get a fairly clean alphabetical output.

Example:

  grep --exclude-dir .svn -r -l "csMax" ./ | sort

The above when executed from your CS root directory. Will do a recursive
search and output all file names (with path) which have the search term
'csMax' in. Using the pipe and 'sort' the output will be nicely
formatted in alphabetical order.

If you wished to simply search for two strings, for example files that
contain 'csMin' or 'csMax', you can use 'egrep'.

Example:

  egrep --exclude-dir .svn -r -l "csMin|csMax" ./ | sort

You can add more search strings e.g. "csMin|csMax|csLerp|whatever", but
your output will grow accordingly. :-)

Others may use alternate ways of doing this. Any other tips for new devs
will be appreciated. Some of these we can always add to the CS docs as a
cheat sheet.

Regards

Phil

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Philip Wyett | 6 Jan 01:58
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[CsMain] Old needs to go. Here comes the new

Hi all,

After much discussion...

It is time for CS to change and evolve.

We have a mixture of old code and new and we need to bring things up to
date.

 - #define is bad. It plays havoc when debugging and we need to
   alter to declaring our constants where possible.

 - Use of CS constants is poor. We need to document them and use them
   to be consistent. If you doubt me see how many people are doing:

     * PI / 2.0

     etc.

 - Build in decent constants for frequently used code.

   We have a lot of usage of PI and angle work i.e.

   * PI / 180
   * PI / 360

   etc.

Lets look at all these instances as part of a new math and base libs
that both myself and Marten (thebolt) have discussed.

I want to build a team to do this. Be aware this is grunt work and
digging deep into the CS code and looking at what is there and what can
be made better!

Regards

Phil

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