[Scummvm-devel] Broken Sword 2.5
Max Horn
max at quendi.de
Sun Aug 1 17:35:55 CEST 2010
Am 01.08.2010 um 00:57 schrieb Paul Gilbert:
> The use of Git actually came up during my initial discussions with Sev. Of
> course, the issue was where to install a Git server that could be private
> and accessible to us, and who had the technical expertise to actually do it;
> in the end we fell back on an already available private SVN repository.
> Maybe it's worth considering as part of the plan to switchover to Git (since
> I can't remember any mention of it) - arranging a secondary 'private' Git
> repository for future private work on engines.
If you really need a "private" repository it would be trivial to set on up on our vmware macine, I guess -- if "somebody" takes the time to look into it. And in addition, with git, it's pretty easy to work without a central server, too, you just need to spend some more effort coordinating your work.
> Speaking of which, there wasn't really any resolution to the question
> earlier this year of setting up a private mailing list (or equivalent). It
> is probably worth considering that again when doing the switchover, and
> determining what should/can be done. Back when we were working on Tinsel, we
> had some really good technical discussions on the engine, which I personally
> feel it's a pity were never archived.
It was agreed that it would be a good thing, so I don't think we need to "consider this again". What we need, as with the "private git repository" thing above, is "somebody" who is willing to do the actual work.
Am 01.08.2010 um 01:03 schrieb Paul Gilbert:
>>>>
>>>> Do we plan to have the Lua sources in ScummVM for that too, or will we
>>>> use an external LUA reference for that?
>>>>
>>>
>>> Since Residual is the only other game I'm aware of with a similiar Lua
>>> implementation, it'll probably stay within the Broken sword 2.5 engine.
>>> Although if other games in the future also make use of it, who knows. :)
>>
>> That doesn't answer the question, though...
>>
>
> I think I don't entirely understand the question.
The question was: Will we copy the code for Lua into the ScummVM code repository, making it "part" of the engine sources? Or will we rely on an external liblua or something like that? Based on what you and Eugene wrote, it seems that you plan to have the Lua source inside ScummVM.
> To be more verbose,
> though, the lua implementation in Broken Sword 2.5 is done using an add-on
> package written in C, so it's not part of the 'core' engine. From the point
> of view of the engine, I can't imagine it would matter much whether we make
> it a separate 'required' package for compiling ScummVM, or include it
> directly as part of the ScummVM package.
>
> I suppose what will determine that is whether the package has any
> modifications specifically for Broken Sword 2.5, and if not, if packages of
> the Lua script engine are easily downloadable.
Easily downloadable for developers, that is :)
Bye,
Max
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