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1  General Category / General Discussion / Re: Status of all things PARPG? on: April 12, 2012, 01:17:24 PM
Well, I would not mind if someone wants to help with fife-rpg. Just ask to join the project on bitbucket, or just fork the project there and make pull requests.

I'll create an account and request to join or do you prefer I create a fork? Also, any task I can do to start slowly on the code?

And, btw., I think the problem with hg-git is that the PARPG repo uses subrepositories. I think git does not have something like that and hg-git can't emulate it.
I think so too, at least I managed to make hg-git work in other projects but not on PARPG with the use of sub-repositories, the export would not take into account the sub-repository in the "parpg" folder and there were some other failures as well.

I've since removed my github project because it is a bit useless unless I manage to keep track of updates to PARPG automatically, doing things manually is too error prone.

I would like to keep the project alive, I know most of the infrastructure is going to be shutdown and at the moment, given the number of involved developers, I think there are too many things to maintain. Reducing most of the project's resources and maintain only a small presence would be a better option.

If no one else does it (anyone from the development team that is), I'll most likely request some filesystem and database backups for archiving purposes and try to maintain a website (sourceforge/github/whatever) with the project's info.

2  General Category / General Discussion / Re: Fallout for free on: April 06, 2012, 01:57:04 PM
Cool download, let's see if I can run Fallout 1 in Wine on my OS X.
3  General Category / General Discussion / Re: Status of all things PARPG? on: April 06, 2012, 12:58:02 PM
Unfortunately I can't get hg-git to work properly with the current PARPG repo setup, at least not in a way that will allow me  to keep tracking official updates to PARPG and maintain a bridge between my work and the official repo.

Anyway, unless there is a good reason - trac integration in codesion might be one, I don't see why we should change.
I don't want to suggest any change, I merely wanted to understand the status of the project and why you all use the tools you now do. Knowing why things were chosen has they have helps me get into the team's way of doing things.

Also, I should probably mention that I will concentrate my efforts on this project for a while, which might help PARPG in the long run: https://bitbucket.org/Beliar/fife-rpg
Does that mean PARPG will have no one developing any code in the near future?
4  General Category / General Discussion / Re: Status of all things PARPG? on: April 05, 2012, 09:46:54 PM

Barra spoke with me this afternoon in IRC, I got some answers and understand better how things are. I actually like the project and I was a fan of Fallout (1, 2 and even Tactics), and I will most likely keep hacking at the code whenever I get a chance.

I've created a repo in github but I'll probably delete it and recreate things properly when I manage to export the current hg repository. By doing this I will have a place to hack at my own pace and share any changes I do. I'm not trying to get anyone to move to either git or github Smiley.
5  General Category / General Discussion / Status of all things PARPG? on: April 05, 2012, 12:35:27 PM
In my quest to get up to speed with the project I keep asking myself what exactly is the status of the project and any related sub-projects. I hope I don't turn this into a rant, I understand that this kind of questions may appear from time to time.

I've read most, if not all the wiki pages, the majority of them seem to be documentation on the proposed processes and development methodologies and while reading them there is a feeling of outdated material, not that many pages really need updates, but all the text is writing in a way the gives me that feeling, leaving me thinking if I should or should not rely on the documentation. The development documentation is lacking and provides no real useful info on how to start working.

Add to that several topics in the forum that seem abandoned and tickets with modifications that are way beyond a year and I think you understand that it is not easy to pick up the pace with the current status. So, how is the project going really? Who is working on it and what is the status of the restructuring?

Some specific questions that I have:
- Is the project really going to be shutdown?
- Is moving to Git anywhere in the plans, or to another hosting provider? And why haven't Sourceforge been considered (I've read someplace that Github didn't provide a ticket system that could be used...) ?
- What projects exist around PAPRG (is there any editor for maps/objects)?

Going back to the documentation, I'm all for the use of agile processes, but reading on the all process you use I keep feeling there are some "bureaucracy" overhead and the all thing is less than agile. I do use Extreme Programming and agile methods, but I've always found that they can't really be followed to the letter, and I've always adapted (cut some parts, changed others) the process to the existing team. How do you feel about the process you've been using? Is it really useful and helpful or do you think it may be a barrier on the project's progression?

I would like to work on PAPRG, I've chosen a simple (I think) task to start looking at the code that is changing the settings dialog to use the same look as the character creation screen. I'll be scouring for information on pychan and the XML format, and I'm hoping I can finish this task without loosing too much hair Smiley. I still struggling to find a good workflow since I have no real useful tool that I can use (OS X editors for Python lack even some of what I think is a basic IDE feature). Currently I use Smultron for text editing (XML and Python scripts), puDB for debugging, and the old terminal to run everything, it's not the best setup and slows me down too much but it was the best solution I could come up.


Knitter (slopes on IRC)
6  General Category / General Discussion / Re: Still unable to run PARPG, now with "too many opened files" error on: April 04, 2012, 08:17:36 PM
And it runs!

It was really related to the opened files limit, it seems that 256 is not enough. When I ignored some files I was just moving the error to another load somewhere deeper in the code.

I first tried to set the maximum number but since I forgot to restart the console, the old setting was still in effect. After restarting the console/terminal I can run PARPG without a problem.
7  General Category / General Discussion / Re: Still unable to run PARPG, now with "too many opened files" error on: April 04, 2012, 10:39:12 AM
It seems that each time an exception is thrown the files are not properly closed, if I run parpg.py several times trying to see what is happening I reach the opened file limit. I don't know if it happens only due to PARPG/FIFE or due to the debugger I'm using (puDB).

So, back to the original problem, some XML files are reported as not found yet they are in the correct place. The only thing I can seem to find is that while in gamemodel.py (getAgentImportFiles) loading several XML definition files, some are not found while others load correctly. When a file is not found the load throws an exception.

If I put a few if/continue to ignore the files that are reported as missing, the game continues to load but will fail when trying to load the font file, failing with something along the lines of "oldtypewriter module not found".
8  General Category / General Discussion / Re: Still unable to run PARPG, now with "too many opened files" error on: April 02, 2012, 09:07:31 PM
Yes, if I navigate into the demos folder, I can run all the demos including the pychan ones without errors with my compiled FIFE module.
9  General Category / General Discussion / Still unable to run PARPG, now with "too many opened files" error on: April 02, 2012, 08:13:30 PM

I've been struggling to get PARPG to run, yes I know that others have had success in this little endeavor but I'm failing miserably Sad. I had, and still have, several exceptions about missing files though I've confirmed that they are indeed in the correct folder, what's worse, some files are found others aren't. I've got around that problem by testing a few combinations and after knowing what files give the exception I ignored the problematic files.

Yes, this is not a way to solve the problem, I just wanted to see if I could debug it further. I added a few IF statements that just jump over the "non existing" files.

Now I get a nice exception that tells me that I have too many opened files.

Traceback (most recent call last):
  File "parpg.py", line 49, in <module>
  File "../parpg/main.py", line 76, in main
  File "../parpg/application.py", line 130, in __init__
  File "../parpg/gamemodel.py", line 875, in getDialogues
  File "../parpg/common/utils.py", line 47, in locateFiles
  File "/Users/sergio/Working/FIFE/engine/python/fife/fife.py", line 12190, in listFiles
RuntimeError: _[Exception]_ , Generic FIFE exception :: boost::filesystem::directory_iterator::construct: Too many open files: "/Users/sergio/Working/PARPG/parpg-data/dialogue"

I haven't looked at the utils.py file and will do it next, but I was hoping someone had some light to shed on why this is being so complicated.

All the libs are here, I'm running the parpg.py script from inside the bin folder with the proper parameters (-m .. and -p with FIFE path) and I have changed the settings file with the proper data folder path. I know the files are there, I know some files in the data folder are being picked up while other aren't, I have no idea why this is happening.

I'm trying to run PARPG on OS X Lion, standard HFS filesystem (case insensitive), with python 2.7 and FIFE rev. 3891
10  General Category / General Discussion / Re: Can't run PARPG, pargp.py says he can't find FIFE on: March 19, 2012, 06:47:28 PM
That looks nice to use, I'll have to wait until I restore my system to try PARPG again and then I'll look closer at that editor.
11  General Category / General Discussion / Re: Can't run PARPG, pargp.py says he can't find FIFE on: March 15, 2012, 12:24:32 PM
I'll revert to that version and see if it works, I don't need FIFE for anything other then UH and PARPG.
12  General Category / General Discussion / Re: Can't run PARPG, pargp.py says he can't find FIFE on: March 15, 2012, 11:23:25 AM
Ahh! I should have tested it that way Smiley

When I started running UH I tried putting the path to the module but UH needs only the root folder, PARPG seems to need the folder with the module.

FIFE is found but running PARPG fails with:

"Assertion failed: (!m_instance), function DynamicSingleton, file engine/core/util/base/singleton.h, line 90."
13  General Category / General Discussion / Can't run PARPG, pargp.py says he can't find FIFE on: March 15, 2012, 01:51:46 AM

After looking at the code for some time I wanted to try and run the current code, but I'm always stuck at the starting script with the same message, it seems FIFE is not being found and I have no idea how to get PARPG to see my FIFE module.

I just compiled the latest FIFE code from SVN and tested with Unknown Horizons, but in PARPG neither the "-p" nor the "--fife-path" work.

Any thoughts on how to debug the problem?

Also, I haven't found a good python editor any suggestions that run on OS X and don't include Wingware or Eclipse (Pydev)?
14  General Category / Introduce yourself / Re: Just another intro: Knitter on: March 13, 2012, 11:54:14 AM
Migrating? Where to?

Yeah, Cardscape not moving is a bummer but I can't really talk as I've been struggling to keep Sandscape at a steady pace, it hasn't been easy but the tickets are dropping Cheesy

As for PARPG, I know I just introduced myself in the project but if I can help with the migration just ask (don't ask me to code in python since I'm still trying to get over the space/tab thing Cheesy ).
15  General Category / Introduce yourself / Just another intro: Knitter on: March 13, 2012, 12:28:58 AM

I thought I could introduce myself before the project closes Wink

I usually lurk around some free software projects, been a somewhat steady user of the FreeGameDev forum, work in translating Unknown Horizons to Portuguese, work on making a browser based system that will allow everyone to play their favorite CCG (as long as it is WTactics Cheesy ) easily, well, I try to help with a handful of projects whenever I can.

I've known PARPG for quite some time but I never managed to really look at it, I cloned the core repo but never really used it or tried to look at the code (python was never my thing), still, I'm gonna give it a shot and see where it gets me.


Sérgio Lopes, aka Knitter
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