taskSavannah Administration - Tasks: task #4996, Submission of Liquid War 6


task #4996: Submission of Liquid War 6

Submitted by:  Christian Mauduit <ufoot>
Submitted on:  Tue 29 Nov 2005 10:32:11 PM UTC  
Should Start On:  Mon 28 Nov 2005 11:00:00 PM UTC Should be Finished on:  Thu 08 Dec 2005 11:00:00 PM UTC
Category:  Project Approval Priority:  5 - Normal
Status:  Done Privacy:  Public
Percent Complete:  0% Assigned to:  Sebastian Wieseler <kickino>
Open/Closed:  Closed Effort:  0.00

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Fri 02 Dec 2005 09:35:03 PM UTC, comment #3: 


I have approved your project as non-GNU.

You will receive an automated e-mail containing detailed information about the approval.

If you would like to offer your project to the GNU project,
please contact the GNU Eval team, following the instructions at
http://www.gnu.org/help/evaluation.html .


Sebastian Wieseler <kickino>
Project MemberIn charge of this item.
Fri 02 Dec 2005 12:57:07 AM UTC, comment #2: 


Thanks for reviewing my project(s!).

For the first point, concerning OpenGL, I tried to clarify the situation in the documentation itself (the one in the tarball). Here's what it says now:

Liquid War 6 should run on any OpenGL 1.2 implementation. It is developped on GNU/Linux and is compatible with Free Software implementations of OpenGL such as Mesa. To achieve a reasonnable level of performance, you'll probably also need accelerated hardware and a driver which knows how to use all the fancy functions of your graphics card. DRI provides such accelerated drivers, but you'll need to choose your hardware carefuly if you want it to work properly. With a non-accelerated driver Liquid War 6 will probably be too slow to be playable. And of course it might also run using a proprietary OpenGL accelerated driver, since Liquid War 6 only uses the OpenGL API, with no extensions. But only a free (as in speech) driver will give you the freedom to play Liquid War on an untainted 100% Free Software based system.

So I think there's no problem, LW6 is developped on MESA/DRI/X.ORG, it can run on a 100% Free Software box, no SGI whatever here.

For the second point, well I dunno really what files exactly you are talking about. As LW6 makes heavy use of GNU tools (automake, autoconf, aclocal, gettext, ... ) I end up with dozens and dozens of automatically generated files, which are of course bundled in the package as they are required. This does not even include the Makefile.in files which are generated from Makefile.am and then state:

# Copyright (C) 1994, 1995, 1996, 1997, 1998, 1999, 2000, 2001, 2002,
# 2003, 2004, 2005  Free Software Foundation, Inc.

Is that what you are talking about.

Anyways I made a systematical pass on all files and either added copyrights or updated them when the FSF address was wrong (Temple Place, there were still some).

For the third point, I copied fdl.txt to doc/COPYING , and fdl.texi is included in the texinfo documentation, along with the GPL. I also put in the docs the various informations required when submitting the project (description, requirements...) as I assumed if Savannah administrators need this information to accept the project, it is a smart idea to have them documented in the product.

New tarball available on:


Thanks again and have a nice day,


Christian Mauduit <ufoot>
Thu 01 Dec 2005 08:36:16 PM UTC, comment #1: 

I'm evaluating the project you submitted for approval in Savannah.

At first, you named "OpenGL" as a dependence. We host projects that 
rely on a free implementation of OpenGL, such as Mesa, and unlike SGI's*.
So could you please clarify this point more detailed?

At second, some of your files has got a copyright assignment to the FSF. It isn't legal until your project will be approved as GNU.
Please write your own copyright to these files  (if doesn't copied from other GNU packages).

At third, in order to release your project^Wdocumentation properly and unambiguously under the FDL,
please place copyright notices and permission-to-copy statements after the title page of each work.

In addition, if you haven't already, please add a copy of the FDL
(available from http://www.gnu.org/licenses/fdl.html in various formats)
as a section of your works , and as plain text in a file named 'COPYING' (http://www.gnu.org/licenses/fdl.txt).

For more information, see http://www.gnu.org/licenses/fdl.html#SEC4

http://www.gnu.org/licenses/fdl-howto.html also covers additional points,
including a smaller notice that you can use in auxiliary files.


Sebastian Wieseler <kickino>
Project MemberIn charge of this item.
Tue 29 Nov 2005 10:32:11 PM UTC, original submission:  

A new project has been registered at Savannah
The project account will remain inactive until a site admin approve or discard the registration.


While this item will be useful to track the registration process, approving or discarding the registration must be done using the specific "Group Administration" page, accessible only to site administrators, effectively logged as site administrators (superuser):


######### REGISTRATION DETAILS #########

Full Name:
  Liquid War 6

System Group Name:

  Official GNU software

  GNU General Public License V2 or later

  Liquid War 6 is a complete rewrite of Liquid War 5, which is a unique multiplayer wargame. Its rules are truely original and have been invented by Thomas Colcombet. You control an army of liquid and have to try and eat your opponents. A single player mode is available, but the game is definitely designed to be multiplayer, and has network support.

It has been ranked "most original Linux Game" ( http://happypenguin.org/forums/viewtopic.php?t=549 ) by the Linux Game Tome in 2002. It and has also been nominated in the games category at the internationnal free software contest "Les trophées du libre" ( http://www.tropheesdulibre.org/ ) in 2003.

While Liquid War 5 has been stable for years and is still used, it shows its age, and a complete rewrite makes sense, since the technological context has completely changed since 1998. Liquid War 6 will rely on SDL/OpenGL ( http://www.libsdl.org/opengl/index.php ) and Guile ( http://www.gnu.org/software/guile/ ) when Liquid War 5 is plain C code using 2D graphics provided by Allegro ( http://www.talula.demon.co.uk/allegro/ ).

Project is under heavy developpement but snapshots, news, roadmap are available on: http://www.ufoot.org/liquidwar/liquidwar6 , the latest tarball being: http://www.ufoot.org/archive/liquidwar6-20051128.tar.gz

Other Software Required:
  SDL: http://www.libsdl.org/
OpenGL: http://www.opengl.org/ (implemented by http://wiki.x.org/wiki/ and http://dri.freedesktop.org/wiki/ , but any OpenGL implementation should work)
libpng: http://www.libpng.org/pub/png/libpng.html
zlib: http://www.zlib.net/
SDL_image: http://www.libsdl.org/projects/SDL_image/
SDL_ttf: http://www.libsdl.org/projects/SDL_ttf/
Guile: http://www.gnu.org/software/guile/
Expat: http://www.libexpat.org/

Other Comments:
  Note that the only common point with Liquid War 5 is that it's about the same gameplay, and the author is the same, but for the rest (project management, source code...) everything is different, so it makes sense to create a separate package I think.

Another good reason is that I made efforts (using Guile is part of this) to respect the GNU standards as best as I could. Typically LW6 massively uses autotools, gettext, will have proper texinfo docs, and so on. Be GNU-friendly is one of the goals of Liquid War 6. Therefore it might IMHO be a good candidate for the GNU project, whereas Liquid War 5 wasn't.

Christian Mauduit <ufoot>


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Follow 4 latest changes.

Date Changed by Updated Field Previous Value => Replaced by
2005-12-02 kickino StatusWait reply => Done
    Open/ClosedOpen => Closed
2005-12-01 kickino StatusNone => Wait reply
    Assigned toNone => kickino

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