Dev meeting minutes 2011-06-20

Dev meeting minutes 2011-06-20

Minutes of the meetings between Spring developers are archived here.
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abma
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Joined: 01 Jun 2009, 00:08

Dev meeting minutes 2011-06-20

Post by abma »

Date: 20-6-2011
Present: BrainDamage, hoijui, Tobi, abma, Kloot

Agenda
  • Welcome
    conclusion: nothing new about pantheios (lib/headers for logging)
  • Release Plan
    conclusion: http://springrts.com/mantis/view.php?id=2467 seems the only (test) release blocker currently, hoijui already removed the "n"'s from master, so: game-devs: please fix your lua-scripts! unit_morph for example is broken! afaik: to fix, replace .n with .#
  • how to split dev / gaming server infrastucture more? (springrts.com)
    conclusion: nothing to be done for now
  • try to integrate/use http://en.wikipedia.org/wiki/OpenSUSE_Build_Service for daily builds?
    conclusion: abma will try that
  • what about "divide financial powers"? see Meeting minutes 2010-07-18, 2010-07-25
    conclusion: licho: please say something! :-)
  • Anything else? (WVTTK)
    conclusion: you can get notifications about comments / pull requests when you in the team "spring", BrainDamage plans a new map format, -flto could increase fps of spring about ~30%, Kloot re-enabled USE_UNSYNCED_HEIGHTMAP
Welcome
<abma>hey!
<hoijui>hey :-)
<hoijui>i am kind of tired
<hoijui>should we add everythign still left ot do to mantis?
<hoijui>like.. new branchign model, using git tags as versions in CMake, ...
<Tobi>for the bugs/features things definitely yes
<Tobi>not sure it helps a lot with new branching model :)
<abma>imo the todo in mantis seems to work better than in etherpad
<Tobi>probably true yeah
<hoijui>we have a todo in etherpad?
<abma>not really
<abma>stuff like "notices"
<abma>[ARP]hoijui_g5: any news about http://www.pantheios.org/ cmakefile?
<abma>you wrote, that it will be added maybe in may 2011
<abma>hey! :)
<Kloot>hey
<hoijui>hello Kloot
<hoijui>still no news about pantheios
<abma>ok
<hoijui>the maintianer seems to be .. well
<hoijui> we were two, requesting .. bascially nothing
<abma>ok
<hoijui>and he was not able to respond wiht a short message even in the last 4 months or so
<abma>:D
<hoijui>the other guy and me wanted source code on github
<hoijui>adn the other guy was willing to put it there
<hoijui>just asked for permission
<BrainDamage>hi, mind if i spy a bit? i'm here for the drama ( your commit sucks, etc )
<hoijui>(its currently available as tarbals only)
<hoijui>ah yeah Kloot
<hoijui> wanted to say...
<hoijui>:P
<hoijui>kick BD!
<Kloot>sure, if he bends over
<hoijui>*bends BD over*
<abma>hmm

Release plan
<abma>do we have currently a major bug that would prevent a alpha/beta/test-release?
<Kloot>no
<Kloot>nothing critical on mantis roadmap
<Kloot>is 2482 reproducable?
<abma>can dedicaded-server run a replay?
<Kloot>nope, just scripts
<Tobi>the headless client should be able to, right?
<hoijui>yes
<hoijui>should be able
<abma>hm, spring can run it too...
<abma>or you mean, maybe it can be reproduced when serving the demo?
<hoijui>we'll.. we wanted to do the n's thigns before a test release
<abma>ok, thats a stopper
<hoijui>..what do yo umean wiht: spring can run it too?
<abma>i don't understand the difference between headless and non-headless in this case
<hoijui>there si no rendering and no soudn in headless
<hoijui>but there is the simulation
<hoijui>dedicated is jsut network re-reouting
<hoijui>rerouting*
<abma>yes, but the dedicaded server doesn't run sim
<hoijui>yes
<hoijui>headless does
<BrainDamage>it could read the replay data and forward it to clients, if that's what you meant, but currently it doesn't
<abma>and the network-routing has the memleak
<hoijui>ah memleak
<abma>i thought we are talking about #2484? :)
<Kloot>no, the /give all crash
<abma>ehm
<Kloot>but memleak in netcode sounds more serious
<abma>fuu
<abma>sorry
<abma>seems that i'm tired, too
<hoijui>yeah
<abma>Kloot: no, its not reproduceable
<hoijui>mm
<abma>or, maybe i didn't test enough
<hoijui>you have seen this 3 times while playing online?
<hoijui>what happend to the game? did it crash?
<abma>no, it just hanged
<hoijui>ok
<hoijui>i have never sen that
<hoijui>seen
<hoijui>coudl it be that it was all on hte same server?
<hoijui>maybe they use a patched binary or so
<hoijui>and i never was on that server
<hoijui>just saying cause.. i spoectate wuite a few games ;-)
<abma>hu?
<hoijui>quite*
<abma>the hang happened when testing stuff with braindamage
<hoijui>ahh..
<abma>#2482
<hoijui>ah.. i was talking about 84 now :D
<hoijui>dedicated server
<abma>about 84: i think it didn't crash, it only caused a very laggy game
<hoijui>mm ok
<hoijui>ah yeah .. can be i saw that too
<hoijui>then again... no. it was high CPU usage there
<hoijui>well.. when we have a test release, we coudl run dedicated server in valgrind :D
<abma>hm.. then maybe its better to test that in the release...
<abma>maybe its already fixed there
<hoijui>yeah
<hoijui>aeh..
<hoijui>you mean in the test-release?
<abma>yes...
<abma>#82
<abma>hm
<abma>confusing :D
<BrainDamage>http://blogs.msdn.com/cfs-file.ashx/__k ... C6E986.png
<hoijui>ahh k :D doh
<hoijui>lotso mixup
<hoijui>yeah.. in release woudl be bad :D
<hoijui>in test release is ok
<hoijui>before would be better
<hoijui>wait..
<Kloot>feature freeze at this point might also not be unwise
<hoijui>#82 is not reproducible?
<hoijui>but we are all so active these days
<hoijui>do not let the release kill it!
<hoijui>ah well.. no i am fine with it
<hoijui>abma, why woudl you do #82 in the test release, nto before?
<hoijui>not reproducible?
<abma>yes, hard to reproduce
<hoijui>ok, we dont consider it blockign for the test release then
<hoijui>what about the n's? :D
<hoijui>i guess nobody except abma and me woudl even consider doing this, but we are noobs there
<hoijui>i woudl have to guess and talk about eahc case wiht mod devs or soemthing
<Kloot>mod devs will want them to stay ofc :)
<hoijui>no
<hoijui>surely not all
<hoijui>at least FLOZi and.. i think smoth would want them gone
<hoijui>or was it someoen else.. well at least FLZOi and someone else
<hoijui>and nobody was agasint it
<hoijui>remvove only for array-like tables
<hoijui>but i think i foudn tables that are filled liek this: { key1, value1, key2, value2, key3, value3, ...}
<Kloot>yeah, that's most of where they are used
<hoijui>with n=3
<hoijui>mm
<hoijui>so they shoudl stay there?
<hoijui>or shoudl they use #/2, and hte n removed?
<Kloot>for key=value tables it's very convenient to have the .n
<Kloot>because #n doesn't work on those
<hoijui>yeah... we woudl not want to remove them there for sure
<hoijui>my question is: shoudl i only remvoe it wehre n == #, or also where n == #/2 ?
<Kloot>eh, n should always equal number of keys
<Kloot>keys as in key=value pairs
<Kloot>mixed tables can use the # operator for the rest
<hoijui>ummm
<hoijui>yeah i know
<hoijui>i am not talkign abotu the map liek tables
<hoijui>only about array liek ones
<hoijui>but there are array like ones that are kind of maps/property lists
<hoijui>and there, n == #/2
<Kloot>oic
<Kloot>I would rather convert those to normal array format
<hoijui>.. it is also possible i am reading the code wrong
<hoijui>i guess i am
<Kloot>can you give an example of a function where you think this is happening?
<hoijui> for (it = groupUnits.begin(); it != groupUnits.end(); ++it) {
<hoijui> count++;
<hoijui> lua_pushnumber(L, count);
<hoijui> lua_pushnumber(L, (*it)->id);
<hoijui> lua_rawset(L, -3);
<hoijui> }
<Kloot>that's a plain array :)
<hoijui>(theres a lua_newtable(L); before that)
<hoijui>ok :D
<hoijui>good then
<hoijui>sorry
<hoijui>fugly shit that :D
<Kloot>yeah lua API takes some mental exercise
<hoijui>i guess i will have a try then, to remove the ns
<hoijui>in the array forms
<Kloot>glhf
<hoijui>thanks
<hoijui>:D ;-)
<hoijui>next?
<Kloot>y
<abma>hmm


how to split dev / gaming server infrastucture more? (springrts.com)
<hoijui>abma...
<abma>yes...
<abma>was because of the recent server problems i thought about that
<abma>but the move of the buildbots to koski's server made this a bit obsolete
<abma>only big point that could help a bit would be, to use a foreign etherpad server
<abma>piratenpad.de for example has some auth functions integrated
<abma>i know this is a bit boring...
<abma>mhm
<abma>just a suggestion
<abma>anything pro/con?
<abma>con is: links will change
<hoijui>hm?
<abma>pro is: (hopefully) fewer time to maintain
<hoijui>you mean a pads link is not fixed there?
<abma>con: unknown backup
<abma>ehm, no
<hoijui>Tobi, i reemmber there were problems wiht etherpad using lots of ram, and crashing often..
<abma>the currently known links will change :-)
<hoijui>but it did not crash since soem time now..
<hoijui>is it all good and clean now?
<hoijui>ah ok :-)
<abma>ping [RoX]Tobi
<abma>if it doesn't crash/eat mem, i would keep it
<abma>if it still does... i would suggest to try a foreign etherpad
<abma>ehm.. next

try to integrate/use http://en.wikipedia.org/wiki/OpenSUSE_Build_Service for daily builds?
<abma>opensuses build-service can build packages for most linux-distributions
<abma>i think we should try to use that...
<abma>this is a "free" build-farm
<abma>with that we can create packages for : http://en.opensuse.org/openSUSE:Build_S ... ld_targets
<hoijui>sounds good.. what are the obstacles?
<abma>setting it up
<abma>imo thats all
<abma>but someone is using it already for springrts
<hoijui>ah
<hoijui>...
<hoijui>can you find out who it is? is it successfull there?
<abma>yep, will try
<abma>was only some informational topic
<abma>...next

what about "divide financial powers"? see Meeting minutes 2010-07-18, 2010-07-25
<abma>hoijui tried to talk about that, but there was no interest at all
<abma>so.. keep it like it is?
<abma>what i currently dislike is: its not clear, where the donation goes
<hoijui>i think it was though of as a godo idea, but nobody wants to do somethign for it :D
<hoijui>especially not be one of the group that has shares "the power"
<abma>on springrts is: website, some game repos, zero-k windows stuff, ...
<abma>can we make that clear and promote that more?
<hoijui>would have to invite Licho for this
<abma>(he still can answer to the minutes)
<abma>so.. ehm... next
<hoijui>but if you bring this up here, it measn it shoudl be discussed (and it makes sense for that topic) and discussing here makes more sense then in forum
<hoijui>its too cumbersome there
<abma>hmm
<hoijui>but well.. as siad.. i am tired.. so i dont care if its skipped ;-)
<hoijui>whats next then?
<abma>np
<abma>thats all
<hoijui>ok

Anything else? (WVTTK)
<hoijui>i will do the n's stuff, and maybe try to do git/cmake/new-brnaching stuff
<hoijui>abma.. will check out that build service
<hoijui>and.. Kloot will fix all the bugs
<hoijui>right?
<Kloot>and I get all the $$$
<abma>on github: you can get notifications about comments / pull requests when you in the team "spring"
<hoijui>:D
<abma>(how to mark that fat)
<abma>?
<hoijui>you get the hatred for eveyr single bug thats left
<BrainDamage>me & koshi had a dreadful experience with buildservice, when trying to build something non-suse
<hoijui>huh?
<BrainDamage>basically, the buildservice is supposed to build for many distros
<hoijui>abma.. what fat?
<abma><strong><fat>**___on github: you can get notifications about comments / pull requests when you in the team "spring"___**</fat></strong>
<BrainDamage>but in reality, any distro that isn't suse has obsolte and poorly maintained packages
<hoijui>ah
<Tobi>[ARP]hoijui_g5, abma_irc, etherpad is ok-ish, it's cramped in a little bit of ram yeah but seems to cope with the occassional kick in the butt from monit
<BrainDamage>so you end up struggling regularry, or having to resort to use other people's packages
<abma>[RoX]Tobi: ok
<BrainDamage>which aren't exactly always top notch
<abma>BrainDamage: that sounds..awfull
<hoijui>mm :/
<abma>when did you test it?
<hoijui>(thansk Tobi)
<abma>maybe they improved stuff ...
<BrainDamage>1-2 years ago
<abma>ok
<abma>time to recheck :)
<BrainDamage>it should still be running, but build targets other than suse should be off
<hoijui>BD, what do you mena iwht using other peoples packages? for SL? or for dependencies?
<BrainDamage>deps
<hoijui>mm ok
<BrainDamage>they settle for old distro releases or lts
<BrainDamage>so you end up having outdated packages
<hoijui>but the list includes the newest ubunut at least
<hoijui>which is not too old
<hoijui>ah...
<BrainDamage>check how much it takes to update
<abma>at least they promote with "User friendliness."
<hoijui>you mean deps from when the OS version was released
<hoijui>:D
<BrainDamage>in the past, it used to lag several months behind releases
<hoijui>mm ok
<BrainDamage>even 1 year at some point
<hoijui>latest ubuntu is like.. 2 months or so, right?
<hoijui>well... if it is not too hard ot setup, it might be worth a try
<hoijui>at worst, we will alos only use OpenSUSE packages
<BrainDamage>oh, one thing, kinda unrelated
<BrainDamage>if i get some spare time after exams, i might make few map format changes/extensions
<BrainDamage>if none has a prob with the
<BrainDamage>i'll put them in a branch first, and make them retrocompatible
<BrainDamage>i'll make smf be able to load files directly, instead of that silly binary packing
<BrainDamage>so you can keep heightmap, texture tiles raw, etc
<BrainDamage>should make the maps more maintainable, and skip 1 compiling step which imo is kinda useless since spring de-serializes the on load
<BrainDamage>second thing, is to make start position è
<BrainDamage>profiles
<BrainDamage>as in, you can have more than 1 start position set, and spring can expose them over unitsync for lobbies to get the list
<BrainDamage>so the same map could get a ffa position profile, 4v4, 2v2v2, etc
<hoijui>mmm nice :-)
<BrainDamage>oh, and let pos be able to be tagged by teams, so you could make random be team-sensitive, so when shuffling positions you would not jump map side
<BrainDamage>ofc latter being optional
<hoijui>mmm :-)
<BrainDamage>any toughts?
<hoijui>(zerver is on etherpad :D )
<Kloot>map profiles sounds like a job for mapoptions to me
<hoijui>map-info maybe, even?
<BrainDamage>it needs a standard infrastructure tought
<BrainDamage>so you don't get lobbies etc seeing a different thing that the map does
<hoijui>yeah true.. but it sounds godo to put it there
<hoijui>good
<Kloot>for mapinfo engine would need a bit of extra code, mapoptions allow us to be lazier :]
<hoijui>eventually, there will be some in-game lua tool
<hoijui>i have to do support arbitrary map-infos anyway, if that is what you mean
<hoijui>it seems to fit better there in my eyes, logically
<hoijui>well..
<hoijui>i dont know
<hoijui>in a way yes, in a way not
<Kloot>heh
<hoijui>but one fo the two
<BrainDamage>this would be not just passively storing the info, it would have to use it
<hoijui>ah..
<hoijui>ok yeah.. then i guess options fit better
<hoijui>i though abotu the lobby doing the work..
<hoijui>but yeah.. makes no sense
<BrainDamage>the lobby would basically get a profile list, with their characteristics, and pick it
<hoijui>mmm
<BrainDamage>it could be used for chose before game start pos mode, or when using fixed/random
<BrainDamage>actually, with this idea, fixed start pos start to become useful again
<hoijui>:-)
<BrainDamage>because you can make it react to amount of players, chosing best profile
<hoijui>to ensure mappers stick to the standard format...
<BrainDamage>yes, you basically have to enforce it :p
<hoijui>once your other change is done, it shoudl be possible ot have maps as sdd folders, right?
<hoijui>then they coudl run it wiht a lua tool in the engine
<BrainDamage>it's already possible, but it should be making them much easier
<Kloot>that already is, just the smt is compressed
<hoijui>and clcik the start pos thigns together
<hoijui>ah ok
<abma>BrainDamage: +1 for that :)
<hoijui>then the tool writes the info entries in the standard format
<hoijui>yeah.. also like it, especially this wya with using options :-) (and the other thing anyway)
<abma>BrainDamage: you want to make it possible that spring directly can load three .png's as heightmap/map/metalmap?
<BrainDamage>correct
<BrainDamage>texture should still be stored as a bunch of tile files
<BrainDamage>or it'd ruin efficiency
<BrainDamage>btw, after this change it should be also much easier to extend the map file format without doing crazy thing to the binary format
<hoijui>what kind of extensions? partial loading?
<Kloot>not really, you still can't put anything new in the header (but you could look for presence of extra files of specific names)
<BrainDamage>yes, but it's much more kludged than it needs to be
<Tobi>map format has extensible header
<Kloot>oh lol, ExtraHeader sections
<Tobi>it's actually used for the vegetation map :-)
<Kloot>needs mapconv changes to fill them though
<Tobi>yeah
<Tobi>adding stuff to a compiled map also requires shifting the rest and adapting offsets in other headers (of which you may not know the type)
<Tobi>extraheaders should have been a linked list :P
<Tobi>then it would be easy to add/remove stuff to the binary file without needing to know anything about other things stored in it
<Tobi>but well, zip files have that property too and are supported by common tools already :P
<Kloot>sometimes I want to go back in time
<Kloot>and "steer" the SY's toward different design choices
<Tobi>lol yeah :)
<Kloot>btw, should I re-enable USE_UNSYNCED_HEIGHTMAP?
<Kloot>it looks fast enough with your optimisation, but haven't tested extensively (400 hawks on patrol seem to cause ~10% bigger load than in 82.7)
<Tobi>suppose it would be good to enable it for a test release to have it tested
<hoijui>+1
<hoijui>just wanted to write the same :-)
<Tobi>we can see if anyone complains about lower LOS performance out of the blue
<hoijui>night!
<Kloot>yeah, so long as people do not read this and remain unbiased :]
<Kloot>nn
<BrainDamage>btw, kinda related
<BrainDamage>tizbac pointed to me that gcc now has an higher level of optimization options
<BrainDamage>that work on both compiler & linker level
<BrainDamage>apparently it makes quite some difference for other games
<BrainDamage>and he compiled spring with it, and synced fine
<BrainDamage>option is -flto
<BrainDamage>http://gcc.gnu.org/projects/lto/lto.pdf
<BrainDamage>might be worth having some more tests?
<BrainDamage>he said his fps went 70 -> 100 on the same replay, on the standard version, but i guess some cpu time profiles should be better
<BrainDamage>the resulting binary was ~1MB smaller too
<Kloot>cool
<abma>25% performance gain, 10% loss through LOS changes... :D
<BrainDamage>as long as net is positive, players shouldn't complain :p
<Kloot>you'd think
<abma>so.. just enable it and see what happens?
<BrainDamage>pretty much
<BrainDamage>needs some sync testing, i'll try it also myself with current version
<BrainDamage>so far it shown no problems
<abma>i open a mantis, so we can't forget that :D
<Tobi>nice
<Tobi>I'm off too, laters
<abma>good night! :)
<BrainDamage>gn
<abma>btw, BrainDamage, did you found the problem with the lua-handler?
<BrainDamage>no, i had plenty of fun with microwave dielectric resonators tought today :p
<BrainDamage>i'm studying for exams, so free time changes wildly
<Kloot>did you cook any rats?
<Kloot>(poooor DNF ref)
<abma>aah, ok
<BrainDamage>sadly nothing ------- related :/
<BrainDamage>btw, behe's new roam iteration looks promising, maybe assist him more closely?
<abma>roam iteration?
<abma>aaah
<abma>terrain rendering?
<Kloot>his work is not public yet afaik
<BrainDamage>yes, ROAM is an algorithm that changes ground detail according to distance & frustum
<abma>hm, so ask him for pushing it to github?
<abma>at least he has an outdated repo there..
<BrainDamage>i think he dislikes git heavily, so you might have a problem there
<Kloot>yeah, plus I get the impression he likes to figure things out by himself
<abma>i asked him about pushing to the repo, let's see what happens...
<Kloot>I'm off for tonight, ciao :)
<abma>ciao! :)
Last edited by abma on 22 Jun 2011, 20:24, edited 1 time in total.
User avatar
koshi
Lobby Developer
Posts: 1059
Joined: 14 Aug 2007, 16:15

Re: Dev meeting minutes 2010-06-13

Post by koshi »

For ubuntu/debian https://help.launchpad.net/Packaging/So ... ds/Recipes will prolly be a better choice for dailies.
Esp. since SUSE still doesn't seem to have fixed https://bugzilla.novell.com/show_bug.cgi?id=385471
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Dev meeting minutes 2010-06-13

Post by hoijui »

i smell oracle style policy
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Dev meeting minutes 2010-06-13

Post by knorke »

<BrainDamage>as in, you can have more than 1 start position set, and spring can expose them over unitsync for lobbies to get the list
<BrainDamage>so the same map could get a ffa position profile, 4v4, 2v2v2, etc
<hoijui>mmm nice :-)
<BrainDamage>oh, and let pos be able to be tagged by teams, so you could make random be team-sensitive, so when shuffling positions you would not jump map side
I would use that! Well, already kind of do use it actually just without the unitsync part:
http://springrts.com/phpbb/viewtopic.php?f=68&t=26213
For each map that I want playable I include a file like this with the game:
local startpositions = {}
startpositions["1v1"] = {
[1] = {x=2488 ,z= 1859}, -- 1v1 -1
[2] = {x=3695 ,z= 5341}, -- 1v1 - 2
}
startpositions["1v1v1"] = {
[1] = {x=1508 ,z= 5197}, -- 3ffa - 1
[2] = {x=5152 ,z= 4458}, -- 3ffa - 2
[3] = {x=2544 ,z= 2016}, -- 3ffa - 3
}
startpositions["4"] = {
[1] = {x=1438 ,z= 5342}, -- 4 - 1
[2] = {x=5081 ,z= 5464}, -- 4 - 2
[3] = {x=5002 ,z= 1549}, -- 4 - 3
[4] = {x=1043 ,z= 1677}, -- 4 - 4
}
return startpositions

(that is just an example, could use random() etc)
Then tp_startbase_spawn.lua reads the startpositions that are relevant for this game and puts units there. Advantage is that you do not have to adjust startboxes if players join/leave the battleroom.
Only problem is that at gamestart the engine puts these "Start" markers + map pings where the lobby thinks startpositions should be.
And of course in lobby you have no preview of these startpositions.
If there was some way of game and lobby to talk to each other about that, that would be nice.
Making lobbies obey validmaps would go well with this too ;)
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Dev meeting minutes 2010-06-13

Post by FLOZi »

<abma>BrainDamage: you want to make it possible that spring directly can load three .png's as heightmap/map/metalmap?
<BrainDamage>btw, after this change it should be also much easier to extend the map file format without doing crazy thing to the binary format
A (small) step towards multiple resource maps? :wink:

+1 to map start position profiles being lua based. (also to what knorke mentioned on mantis, start position markers (just the text markers themselves) should be luaised)

All in all, Spring dev looks very promising at the current time! :-)
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Dev meeting minutes 2010-06-13

Post by zwzsg »

On this map I used a gadget that override Spring.GetTeamStartPosition during the gadget:Initialize() phase. Slightly kludgy. :roll: Would BrainDamage system offer a clean solution to such need, and how?

Also, if there's a new map format coming, what I'd like is the ability for Lua gadgets to swap tiles.
Tobi
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Re: Dev meeting minutes 2010-06-20

Post by Tobi »

fixed topic of original post
Satirik
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Re: Dev meeting minutes 2011-06-20

Post by Satirik »

Code: Select all

<abma>what i currently dislike is: its not clear, where the donation goes
donations < server cost, it's clear now ?
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AF
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Re: Dev meeting minutes 2011-06-20

Post by AF »

its almost as frivolous an issue as JJ getting the advertising revenue from a site hosted on lichos server. Put quite simply, hosting files is not profitable in this community, and hosting all the other stuff Licho has is even more of a drain. Unless donations of 50k have been made I doubt Licho makes a profit on his hosting costs
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Forboding Angel
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Re: Dev meeting minutes 2011-06-20

Post by Forboding Angel »

Would be nice if multiple metal map layouts were supported as well.
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Re: Dev meeting minutes 2011-06-20

Post by abma »

@Satirik

i dislike it as it currently is, because its difficult to promote for more donations. imo its not clear where the money goes.
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Tim Blokdijk
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Re: Dev meeting minutes 2011-06-20

Post by Tim Blokdijk »

Licho is quite transparent about the costs. Not that it entirely invalidates your point.
The current setup makes it hard to handle larger flows of money. At this moment there is no revenue and little financial risk for Licho. Once you get to a few thousand euro/dollar a year.. risks increase. Taxes..
At some point you need a legal entity (foundation) to take over. Problem with that is that it takes time, some money and willing people to properly register a foundation. If there is no real need (no money to look after) it would just be a drain of resources.
The advantage is that you can make deals with other organisations Google's summer of code for example. And I can transfer the springrts.com/.org/.net domains.
Stichting Blender Foundation is a nice example, if we ever need to do this then I could ask Ton (Blenders Lead) for some input on how he set up that foundation. Bylaws, board members, ...

And/Or
We can try to hook up with http://www.spi-inc.org/ they provide a legal entity (in the USA) for open source projects (mainly Debian) and manage finances.

For now, if he likes to do so, Tobi can open an account under his own name, transferring money to Licho when someone makes a donation. It's going to provide some oversight so that can be a good idea for the short term. Bank transfers within the European Union won't cost money unless it's more then Ôé¼ 50.000,-
Disadvantage is that it's more work and the bank account will cost a little money. It won't provide any legal protection so larger amounts of money will still need some foundation.
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hoijui
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Re: Dev meeting minutes 2011-06-20

Post by hoijui »

.. Tobi would create an account and transfer donations to Licho?
i don't get that. donations are going directly to Licho now.. what would this idea add instead of more work?
I can not speak for anyone else, but i personally would prefer moneys role to stay as low as possible, both in amounts, in work-load and in things it is used for. hosting and domain registration would be ok; nothing more if possible.

having a kind of pay-pal/bank account that is shared between multiple persons still makes sense, in the case Licho gets lost in the jungle (be it for ever or just some months for holidays ;-) ).
There are also decisions to be made, like:
  • change hosting provider?
  • upgrade hosting plan?
  • having one big machine as host, or multiple small ones with possibly different settings (CPU -/+, memory -/+, Bandwidth -/+)?
it makes only sense that decisions like this would be made by the person or group that has control over the money. i think it would be better if it was a group then a single person. (not to say that there has been an actual problem because of that yet)
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Tim Blokdijk
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Re: Dev meeting minutes 2011-06-20

Post by Tim Blokdijk »

hoijui wrote:.. Tobi would create an account and transfer donations to Licho?
i don't get that. donations are going directly to Licho now.. what would this idea add instead of more work?
You're right.. Licho can't check up on Tobi's account.. it needs to be shared. The main reason is of course to make the finances more transparent hopefully making more people more comfortable in donating more money. :wink:
The reason I brought it up is that it's something you guys talked about in one of the dev meetings.
hoijui wrote:I can not speak for anyone else, but i personally would prefer moneys role to stay as low as possible, both in amounts, in work-load and in things it is used for. hosting and domain registration would be ok; nothing more if possible.
I agree, but it depends, you can also have a more "active" foundation.
Blender has a foundation (Stichting Blender Foundation) which is more low profile. And they also have an "institute" (Blender Institute BV).
Blender site (including the e-shop) and development infrastructure is run by the foundation, the more risky "open movie projects" are done with the institute. If things go bad financially (sponsor won't pay after all) then they can sacrifice the institute and the foundation should keep the rest afloat.
Now, that's the ideal, the institute did not exist with the first open movie for example. So the risks where put with the foundation.
The e-shop is run via the foundation, it's the revenue that pays for all the things the foundation does including more risky things like organizing the Blender Conference and paying Ton Roosendaals salary.
The foundation can sponsor the institute to produce new open movies. But,.. I'm also told that Blender has a secret sponsor, that's all a bit hush hush. Maybe some big studio (Electronic Arts, Sony Pictures?) trying to bring down prices by making 3D suits compete with open source software? Maybe a Philips big guy or even Ton himself?
Non the less, as I understand it most money is still generated via the e-shop, the rest is sponsors, that not all sponsors are publicly known is not relevant.

Anyway, question remains, any need to apply this to Spring? And if so how would that be "translated" to fit our needs? Who would do it?
I'm not going to do it, not now any way. Not even going to participate in this discussion. I'm going on vacation to Sardinia Saturday and I still have to do everything. Things like -where- exactly am I going to sleep? My sister had decided I needed a vacation so she booked a plane and a tent somewhere on that island. :lol:
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BrainDamage
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Re: Dev meeting minutes 2011-06-20

Post by BrainDamage »

Tim Blokdijk wrote:I'm going on vacation to Sardinia Saturday and I still have to do everything. Things like -where- exactly am I going to sleep? My sister had decided I needed a vacation so she booked a plane and a tent somewhere on that island. :lol:
santa teresa di gallura or generally around costa smeralda, avoid the inner continental zones, despite being cheaper, they are devoid any normal urban commodities, as rule of thumb, stay either north or south, and definetly rent a car, you'll need it due to large distances between places ( PS: my father's from a small town in the oristano's area )
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