Bug#233956: ITP: mozilla-locale-hu -- Hungarian language pack for Mozilla

2004-02-21 Thread Aurelien Jarno
On Sat, Feb 21, 2004 at 12:12:29AM +0100, GCS wrote:
 Package: wnpp
 Severity: wishlist
 
 * Package name: mozilla-locale-hu
   Version : 1.6
   Upstream Author : András Tímár [EMAIL PROTECTED]
 * URL : http://mozilla.fsf.hu/langpack.html
 * License : Mozilla Public License 1.1
   Description : Hungarian language pack for Mozilla
 
 Package is available on m.d.n.

Hello, I am the maintainer of mozilla-locale-auto, and I will add
support for Hungarian language pack to it. For that, I need to know a
few thinks:
- Could you please give me the list of .jar files installed by 
  mozilla-locale-hu ?
- The Hungarian locale is defined as hu_HU, isn't it?

Thanks,
Aurelien 


-- 
  .''`.  Aurelien Jarno   GPG: 1024D/F1BCDB73
 : :' :  Debian GNU/Linux developer | Electrical Engineering Student 
 `. `'   [EMAIL PROTECTED] | [EMAIL PROTECTED]
   `-people.debian.org/~aurel32 | www.aurel32.net


signature.asc
Description: Digital signature


Bug#233205: ITP: perlpanel -- A lean Gtk2 panel written in Perl

2004-02-21 Thread Marc 'HE' Brockschmidt
Adam Byrtek / alpha [EMAIL PROTECTED] writes:
 On Tue, Feb 17, 2004 at 12:58:08PM +0100, Marc Brockschmidt wrote:
   Description : A lean Gtk2 panel written in Perl

 Never heard of it, but it looks very interesting! Could you give me a
 sign when you upload the package?

Uploaded. It needs some things not yet available in unstable, so please
download it from experimental after the ftp-masters approved it.

Marc
-- 
$_=')(hBCdzVnS})3..0}_$;//::niam/s~=)]3[))_$(rellac(=_$({pam(esrever })e$.)4/3*
)e$(htgnel+23(rhc,u(kcapnu ,nioj ;|_- |/+9-0z-aZ-A|rt~=e$;_$=e${pam tnirp{y
V2ajFGabus} yV2ajFGa{gwmclBHIbus}gwmclBHI{yVGa09mbbus}yVGa09mb{hBCdzVnSbus';
s/\n//g;s/bus/\nbus/g;eval scalar reverse   # mailto:[EMAIL PROTECTED]




Bug#234048: RFP: bouncycastle -- Bouncy Castle Crypto

2004-02-21 Thread Charles Fry
Package: wnpp
Severity: wishlist

* Package name: bouncycastle
  Version : 1.22
  Upstream Author : Legion of the Bouncy Castle [EMAIL PROTECTED]
* URL : http://www.bouncycastle.org/
* License : based on MIT X Consortium license
  Description : Bouncy Castle Crypto

The Bouncy Castle Crypto package is a Java implementation of
cryptographic algorithms. The package is organised so that it contains a
light-weight API suitable for use in any environment (including the
newly released J2ME) with the additional infrastructure to conform the
algorithms to the JCE framework.

-- System Information:
Debian Release: testing/unstable
Architecture: i386
Kernel: Linux berlin 2.4.24-1-686 #1 Wed Feb 4 20:22:14 EST 2004 i686
Locale: LANG=C, LC_CTYPE=C




Bug#234099: ITP: libapache-mod-auth-kerb -- Apache module for Kerberos authentication

2004-02-21 Thread Miguel A . Arévalo
Package: wnpp
Severity: wishlist


* Package name: libapache-mod-auth-kerb
  Version : 5.0rc4
  Upstream Author : Daniel Kouril [EMAIL PROTECTED]
* URL : http://www.example.org/
* License : Apache License 1.1
  Description : Apache module for Kerberos authentication

An apache module for authenticating users in a Kerberos realm.
It supports basic user and password authentication or a
negotiate auth based on Kerberos tickets.

-- System Information:
Debian Release: testing/unstable
  APT prefers unstable
  APT policy: (500, 'unstable')
Architecture: i386 (i686)
Kernel: Linux 2.4.19-k7
Locale: LANG=es_ES, LC_CTYPE=es_ES




Bug#234134: ITP: libpam-usb -- PAM module that enables authentication using an USB-Storage device

2004-02-21 Thread GHERdO
Package: wnpp
Severity: wishlist

* Package name: libpam-usb
  Version : 0.2rc2
  Upstream Author : Andrea scox Luzzardi [EMAIL PROTECTED]
* URL : http://www.sig11.org/~al/pam_usb/
* License : GPL
  Description : PAM module that enables authentication using an USB-Storage 
device


pam_usb is a PAM module that enables authentication using an USB-Storage
device (such as an USB Pen) through DSA private/public keys.

It can also work with other devices,  such as floppy disks or cdroms. It
can  be setup  to  work with  any  application using  PAM  such as  your
system login  (login), your X login  (XDM/KDM/GDM/...), your screensaver
(xscreensaver/...), and many others. It  supports multiple users for the
same device, multiple hostnames for the same user, serial numbers access
list and private key encryption.



The package I made is available here:
http://mentors.debian.net/debian/dists/unstable/main/binary-i386/libpam-usb/



-- System Information:
Debian Release: testing/unstable
  APT prefers unstable
  APT policy: (990, 'unstable')
Architecture: i386 (i686)
Kernel: Linux 2.6.0-1-686
Locale: [EMAIL PROTECTED], [EMAIL PROTECTED]




Bug#137355: RFP: PCSX -- Playstation emulator

2004-02-21 Thread Frederic Briere
[CC'ed to Matthew Dempsky, who's apparently working on PCSX]

On Thu, Feb 19, 2004 at 11:39:58PM +0100, Robert Millan wrote:
  The main problem I see with including PCSX in Debian is that it requires
  a copy of the Sony PlayStation BIOS.  (It might be theoretically
  possible to use the free BIOS from ePSXe, but I doubt anyone would do
  that.)

My bad; it's actually PCSX that comes with a free BIOS.

 That's not much of a problem. Does the free BIOS work at all? If it doesn't,

Well, it works in that I can successfully boot and run a PSX game (until
I eventually get PCSX to crash or freeze g).  Maybe Matthew has more
information on how well the included BIOS performs, compared to the
real thing.

  Furthermore, you can't run PCSX w/o plugins, and while some of them
  (mostly those from P.E.Op.S.) are open-source, many others (including
  Pete's MesaGL/XGL2 video plugins) come w/o source, if not w/o any
  license whatsoever.
 
 What do the plugins do?

The PSEmu plugins (named after an obsolete emulator from which they are
derived) emulate either the GPU (video), SPU (audio), CD drive or input
controller.  (Think of them as device drivers.)  The emulator then
provides the glue that binds them, and emulates the CPU as well.  Most
PSX emulators (including PCSX and ePSXe) follow this design, allowing
for plugins to be shared between them.

 Is the minimal set of plugins necessary to use PCSX all free software?

Now that I look at it, yes.  P.E.Op.S. have a GPL'ed plugin for both
video and audio, although the video plugin is plain X11.  (Doing 3D in
this matter sucks badly on my Duron.)  There's also at least one GPL'ed
plugin for each of the rest, and even Pete's plugins would probably be
acceptable if he can clarify what he means by The Plugin is free source
code.

 For any of the non-free plugins, and specialy those who come without license,
 we can try to convince the author of re-licensing them.

It's Pete's MesaGL plugin that's sorely lacking; I'll try asking him
what his licensing terms are, and if he'd be willing to GPL/BSD/whatever
them.

  And there's also the fact that upstream has now ceased development;
  others seem to have picked up the pieces, but PCSX is still
  upstream-less AFAIK.
 
 Uhm.. what do you mean by others picking up the pieces?

Matthew has posted a few times on the NGemu PCSX forum
(http://www.ngemu.com/forums/forumdisplay.php?f=57), indicating that he
was working on PCSX:

  As I am sure you all know, Linuzappz posted about a month ago to
  PCSX.net that he's given up on maintaining the project in favour of
  being able to work on PCSX2. I contacted him via IRC and he approved
  of letting me work on the project.

However, there's never been any indication (AFAIK) about whether Matthew
was taking over development, and if so, why Linuzappz didn't mention
this on pcsx.net (which appears to have fallen into oblivion).  Hence my
considering PCSX upstream-less at the time being.

I'm sure Matthew will be able to shed some light on this matter.

  (If anyone's interested, I maintain my own homebrew packages for PCSX,
  plugins and such at http://www.fbriere.net/debian/.  Feel free to
  install them if you're a user, or to adopt them if you're a DM.)
 
 I could sponsor them if we sort out all the above problems first :
 
 Btw, please retitle this to ITP and set yourself as owner
 (see http://www.debian.org/devel/wnpp/)

Given that I've yet to get PCSX to run w/o crashing or freezing, often
before I get the chance to reach the first save point, I'd be reluctant
to package it officially just yet.  (I'm not knocking down PCSX; I've
never taken the time to fully investigate the problem.  If Matthew's
still working on PCSX, I'd be glad to lend a hand in debugging.)


-- 
 Frederic Briere*[EMAIL PROTECTED]

 =  [EMAIL PROTECTED] IS NO MORE:  http://www.abacomsucks.com  =



Bug#137355: RFP: PCSX -- Playstation emulator

2004-02-21 Thread Matthew Dempsky
Frederic Briere [EMAIL PROTECTED] writes:

I should first alert you that after trying to pick up development on
PCSX, I found that the features that most people wanted (speed
enhancements, etc.) were out of my ability, but I can still try to
provide some help on this matter.

 [CC'ed to Matthew Dempsky, who's apparently working on PCSX]
 
 On Thu, Feb 19, 2004 at 11:39:58PM +0100, Robert Millan wrote:
   The main problem I see with including PCSX in Debian is that it requires
   a copy of the Sony PlayStation BIOS.  (It might be theoretically
   possible to use the free BIOS from ePSXe, but I doubt anyone would do
   that.)
 
 My bad; it's actually PCSX that comes with a free BIOS.

Sorta... The BIOS's that PCSX supports using are emulated/recompiled
just like the PSX game code and then only the hardware interfaces are
emulated.  When PCSX runs without a BIOS, it instead captures the
SYSCALL opcodes and just calls a C function.  So, yes, PCSX can run
without a proprietary BIOS, but, no, it's not done by providing an
alternative BIOS. :-)

  That's not much of a problem. Does the free BIOS work at all? If it doesn't,
 
 Well, it works in that I can successfully boot and run a PSX game (until
 I eventually get PCSX to crash or freeze g).  Maybe Matthew has more
 information on how well the included BIOS performs, compared to the
 real thing.

Most people seem to get better compatibility from native BIOS (for
obvious reasons), but I think there's still decent performance from
the emulated BIOS (from what I recall).

 Now that I look at it, yes.  P.E.Op.S. have a GPL'ed plugin for both
 video and audio, although the video plugin is plain X11.  (Doing 3D in
 this matter sucks badly on my Duron.)  There's also at least one GPL'ed
 plugin for each of the rest, and even Pete's plugins would probably be
 acceptable if he can clarify what he means by The Plugin is free source
 code.

I prodded around for this for a while (getting official statements
allowing us to use plugins and such)... you can find some discussion
about the public opinions on the GPL emu/non-GPL plugins issues
here: http://www.ngemu.com/forums/showthread.php?t=45525

I tried to email someone at gnu.org to get the official legal
interpretation under the given circumstances, but I never got a
response.

  For any of the non-free plugins, and specialy those who come without 
  license,
  we can try to convince the author of re-licensing them.
 
 It's Pete's MesaGL plugin that's sorely lacking; I'll try asking him
 what his licensing terms are, and if he'd be willing to GPL/BSD/whatever
 them.

I've talked with him about this -- he doesn't want to GPL it because
he wants to keep control of the project, etc.

   And there's also the fact that upstream has now ceased development;
   others seem to have picked up the pieces, but PCSX is still
   upstream-less AFAIK.
  
  Uhm.. what do you mean by others picking up the pieces?
 
 Matthew has posted a few times on the NGemu PCSX forum
 (http://www.ngemu.com/forums/forumdisplay.php?f=57), indicating that he
 was working on PCSX:

[...]

 I'm sure Matthew will be able to shed some light on this matter.

I did in fact contact Linuzappz about this matter (evidencable by the
fact that he added me to the sourceforge project's member list:
http://sourceforge.net/project/memberlist.php?group_id=42644),
however, he's mostly tied up working on PCSX2 and I never really got
around to getting serious work on PCSX done.

   (If anyone's interested, I maintain my own homebrew packages for PCSX,
   plugins and such at http://www.fbriere.net/debian/.  Feel free to
   install them if you're a user, or to adopt them if you're a DM.)
  
  I could sponsor them if we sort out all the above problems first :
  
  Btw, please retitle this to ITP and set yourself as owner
  (see http://www.debian.org/devel/wnpp/)
 
 Given that I've yet to get PCSX to run w/o crashing or freezing, often
 before I get the chance to reach the first save point, I'd be reluctant
 to package it officially just yet.  (I'm not knocking down PCSX; I've
 never taken the time to fully investigate the problem.  If Matthew's
 still working on PCSX, I'd be glad to lend a hand in debugging.)

The one other issue you may have to worry about is the source code's
licensing... a few of the files are under license other than GPL so I
spent some time tracking down various authors to get their permissions
(I got Kazzuya's for the XA decoding components, and also asked a few
other people who'd stuck in code), but there were a few files that
give no real indication of their source such as the plugin
interface...

I'll be happy to assist in guiding through the source code and issues
I recall off hand from when I tried to carry development, but I can't
promise how much help I'll be.

-jivera



Bug#137355: RFP: PCSX -- Playstation emulator

2004-02-21 Thread Frederic Briere
On Sat, Feb 21, 2004 at 07:04:52PM -0600, Matthew Dempsky wrote:
 I should first alert you that after trying to pick up development on
 PCSX, I found that the features that most people wanted (speed
 enhancements, etc.) were out of my ability, but I can still try to
 provide some help on this matter.

That's too bad; you really seemed to be hitting it off in the forums.
What happened to all the people who were pitching in?  Were they unable
to help you with the code?

 I tried to email someone at gnu.org to get the official legal
 interpretation under the given circumstances, but I never got a
 response.

If this comes to pass, I'm sure the folks at debian-legal will be able
to sort it out.

  It's Pete's MesaGL plugin that's sorely lacking; I'll try asking him
  what his licensing terms are, and if he'd be willing to GPL/BSD/whatever
  them.
 
 I've talked with him about this -- he doesn't want to GPL it because
 he wants to keep control of the project, etc.

Oh well.  He really should include some sort of license with it, though.

 I did in fact contact Linuzappz about this matter (evidencable by the
 fact that he added me to the sourceforge project's member list:
 http://sourceforge.net/project/memberlist.php?group_id=42644),

Any luck in contacting the other members?

 (I got Kazzuya's for the XA decoding components, and also asked a few
 other people who'd stuck in code), but there were a few files that
 give no real indication of their source such as the plugin
 interface...

Ah, the joys of trying to contact old anonymous coders that vanished
eons ago...

As for the plugin interface, are you talking about PSEmu_Plugin_Defs.h?

 I'll be happy to assist in guiding through the source code and issues
 I recall off hand from when I tried to carry development, but I can't
 promise how much help I'll be.

Got any aspirin, then? :)  I've got a segfault at the start of the first
battle in FF7, and the backtrace is 28 levels deep in the bowels of GTK.

sigh  That's gonna be a bitch to debug...


-- 
 Frederic Briere*[EMAIL PROTECTED]

 =  [EMAIL PROTECTED] IS NO MORE:  http://www.abacomsucks.com  =