Re: [Warzone-dev] Proposed Roadmap
On Mon, Jun 1, 2009 at 9:40 PM, bugs buggy wrote: > Now with 2.2 out of the way, I was thinking that our new roadmap would > look something like this: > > 2.3 new terrain (with netplay integration?) > 2.4 lua integration > 2.5 'betawidget' integration > > Of course, things can change, as we get more help. > > I also think that we should be releasing 2.3 beta candidates pretty > soon, so at least we can get more feedback on this important release, > and get the ball rolling. 2.3 needs to get the final terrain graphics done before we can consider a release or even beta from that tree. We should also consider increasing max zoom out before doing 2.3. 2.4 may also be a good release for Qt integration, if we decide to go for this. (For those who haven't been following the irc debates, I have a git tree where Warzone runs out of a Qt mainloop, replacing the need for SDL, and bonus features includes hardware accelerated coloured cursors, more flexible fullscreen support, and dropping the ball on a long list of build requirements.) The 2.4 release could be a good candidate for changing the map/savegame format. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] change the way we handle trunk tertiles ?
> 2009/6/1 bugs buggy : >> I tested a few changes, and fixed tile-73.png, tile-51.png, >> tile-50.png, tile-49.png, tile-72.png (the tracks), and these are the >> results so far: >> http://imagebin.ca/view/fkmJrERR.html and http://imagebin.ca/view/YW2tae.html http://imagebin.ca/view/xLiOkU1X.html Here's my latest try. -Zarel P.S. Apologies for top-posting my last one. I blame Gmail. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] change the way we handle trunk tertiles ?
Hmm, from the second one, it appears there are a few other tiles you haven't managed yet. If we just turn it into generic burnt patches, I think that'd be good. -Zarel 2009/6/1 bugs buggy : > I tested a few changes, and fixed tile-73.png, tile-51.png, > tile-50.png, tile-49.png, tile-72.png (the tracks), and these are the > results so far: > http://imagebin.ca/view/fkmJrERR.html and http://imagebin.ca/view/YW2tae.html > > I only fixed the 128x128 tertiles, and then I wondered why do we even > bother with anything smaller than that for trunk? > > We should go back to letting openGL handle mipmaps for us, basically, > like how we handle the terrain textures. > > Any objections to this? > > ___ > Warzone-dev mailing list > Warzone-dev@gna.org > https://mail.gna.org/listinfo/warzone-dev > ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] change the way we handle trunk tertiles ?
I tested a few changes, and fixed tile-73.png, tile-51.png, tile-50.png, tile-49.png, tile-72.png (the tracks), and these are the results so far: http://imagebin.ca/view/fkmJrERR.html and http://imagebin.ca/view/YW2tae.html I only fixed the 128x128 tertiles, and then I wondered why do we even bother with anything smaller than that for trunk? We should go back to letting openGL handle mipmaps for us, basically, like how we handle the terrain textures. Any objections to this? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 has been released!
hi all Am Montag, den 01.06.2009, 11:30 +0200 schrieb Dennis Schridde: > Am Montag, 1. Juni 2009 04:38:35 schrieb bugs buggy: > > We have released 2.2. yeehaaa, congratulations, awesome job :D elio ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] Proposed Roadmap
Now with 2.2 out of the way, I was thinking that our new roadmap would look something like this: 2.3 new terrain (with netplay integration?) 2.4 lua integration 2.5 'betawidget' integration Of course, things can change, as we get more help. I also think that we should be releasing 2.3 beta candidates pretty soon, so at least we can get more feedback on this important release, and get the ball rolling. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7626] tags/2.2.0/configure.ac
On 6/1/09, kim metcalfe wrote: > what??? this is confusing. what exactly is the revision number. > and where did the error creep in and why did the error creep in... how > can this be prevented in the future. i thought this was not supposed > to happen... i remember the problems from way back... geez. > Since the site was down, I didn't have the 'checklist' in front of me to know to fix this... 2.2 = 2.2.0 I didn't really think it mattered that much anyway. :S ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7626] tags/2.2.0/configure.ac
what??? this is confusing. what exactly is the revision number. and where did the error creep in and why did the error creep in... how can this be prevented in the future. i thought this was not supposed to happen... i remember the problems from way back... geez. On Mon, Jun 1, 2009 at 11:45 AM, Per Inge Mathisen wrote: > On Mon, Jun 1, 2009 at 7:35 PM, wrote: >> Change configure.ac to point to 2.2.0 instead of 2.2 > > Isn't this a little late? It makes it look like the error was not > made, while it was. Let's set it to 2.0.1 already in 2.2 branch > instead. > > - Per > > ___ > Warzone-dev mailing list > Warzone-dev@gna.org > https://mail.gna.org/listinfo/warzone-dev > ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7626] tags/2.2.0/configure.ac
On Mon, Jun 1, 2009 at 7:35 PM, wrote: > Change configure.ac to point to 2.2.0 instead of 2.2 Isn't this a little late? It makes it look like the error was not made, while it was. Let's set it to 2.0.1 already in 2.2 branch instead. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 has been released!
Am Montag, 1. Juni 2009 19:12:22 schrieb bugs buggy: > On 6/1/09, Dennis Schridde wrote: > > P.S. I uploaded the Windows installer and the source tarball to Gna and > > fixed the version numbers. Filename of the installer was corrected, and I > > rebuilt the tarball. > > I noticed that on both linux & my VM (for building windows installer), > that it only sets the name as "2.2" and the same goes for the version > string in the game itself. > > I take it this is a script error someplace, or perhaps it is seeing > "2.2.0" as "2.2" ? Nope, configure.ac has this issue included. signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 has been released!
On 6/1/09, Dennis Schridde wrote: > P.S. I uploaded the Windows installer and the source tarball to Gna and fixed > the version numbers. Filename of the installer was corrected, and I rebuilt > the tarball. > I noticed that on both linux & my VM (for building windows installer), that it only sets the name as "2.2" and the same goes for the version string in the game itself. I take it this is a script error someplace, or perhaps it is seeing "2.2.0" as "2.2" ? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Drag rearm pad building
On Mon, Jun 01, 2009 at 11:19:55AM +0200, Kreuvf wrote: > Per Inge Mathisen wrote: >>> I don't think units can drive over the rearm pads? >> >> I could change that. It makes sense. > > Hopefully those ground units don't shoo away the VTOLs then, especially during > re-arming. Agreed, provided that regular ground units can drive over rearm pads and those units will circle around VTOLs instead of chasing them off I think this patch is a good one. Otherwise I think we should go with Zarel's suggestion. I.e. have the drag & drop GUI option but still leave empty spaces between them. @Kreuvf: you might want to use something like PGP/MIME to sign your messages, I find that to be less intrusive. (Enigmail supports PGP/MIME. You'll find it in the "OpenPGP Security" part of your account's settings). -- Giel signature.asc Description: Digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 has been released!
Am Montag, 1. Juni 2009 04:38:35 schrieb bugs buggy: > We have released 2.2. Congratulations to everyone involved, especially Buginator! You are doing a marvellous job in keeping this running! Greetings, DevUrandom P.S. I uploaded the Windows installer and the source tarball to Gna and fixed the version numbers. Filename of the installer was corrected, and I rebuilt the tarball. signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Drag rearm pad building
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Per Inge Mathisen wrote: >> I don't think units can drive over the rearm pads? > > I could change that. It makes sense. Hopefully those ground units don't shoo away the VTOLs then, especially during re-arming. -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFKI5054y86f1GXLDwRAi5DAJ9Kof8gCjAPJAGcBNnV9FE40XqcPwCfZIaU rLlDd7S9gjahWtofOZ4TR+A= =Echz -END PGP SIGNATURE- ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Drag rearm pad building
On Mon, Jun 1, 2009 at 4:43 AM, bugs buggy wrote: > I thought that anything but the walls had spaces, so that the AI can > find a path around it? Anything but walls and defense buildings. > I don't think units can drive over the rearm pads? I could change that. It makes sense. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 has been released!
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Zarel wrote: > On second thought, Mortar Fast Loader should be renamed to Mortar > Rapid Loader. All the "Fast Loader" research items, like "Sensor > Upgrade", are boilerplate text that Pumpkin never got around to > replacing. Ideas? I don't care, but generally the idea of unification is a good one, so I support this suggestion. Why I don't care: As I do not know of different translations* for "fast" and "rapid" in German, there is no difference between a "Rapid Loader" and a "Fast Loader" in the de.po. Example: Mortar Fast Loader --> Schnell ladende Mörser Cannon Rapid Loader --> Schnell ladende Geschütze * Well, there are, but I prefer "smooth" translations. - - Kreuvf -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFKI5Id4y86f1GXLDwRAv/ZAJwMq5o3qTlqFYwxp3tDmZ2TFIunwQCdHB5i AbwV7yqBwVTvZKiYb1a6HBE= =mlqI -END PGP SIGNATURE- ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 has been released!
2009/6/1 Kreuvf : > The ChangeLog states that "Mortar Fast Loader requires Mortar Rapid Loader > Mk3", > but I cannot find "Mortar Rapid Loader" (or any line containing mortar and > rapid) by grepping for it in the po files. I did some research then and found > the following: > > Looking at the change (7559, file prresearch.txt) it becomes clear that the > description (see above) is wrong: > Mortar Fast Loader (R-Wpn-Mortar-ROF04) now requires > Mortar Autoloader Mk3 (R-Wpn-Mortar-ROF03) and the pre-requisite > Cannon Rapid Loader (R-Wpn-Cannon-ROF04) has been changed to > Cannon Autoloader Mk3 (R-Wpn-Cannon-ROF03). Whoops. Well, it was R-Wpn-Mortar-ROF03. I didn't really cross-reference names.txt to figure out what it was called. But yes, I meant Mortar Autoloader, not Mortar Rapid Loader. On second thought, Mortar Fast Loader should be renamed to Mortar Rapid Loader. All the "Fast Loader" research items, like "Sensor Upgrade", are boilerplate text that Pumpkin never got around to replacing. Ideas? - Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 has been released!
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 The ChangeLog states that "Mortar Fast Loader requires Mortar Rapid Loader Mk3", but I cannot find "Mortar Rapid Loader" (or any line containing mortar and rapid) by grepping for it in the po files. I did some research then and found the following: Looking at the change (7559, file prresearch.txt) it becomes clear that the description (see above) is wrong: Mortar Fast Loader (R-Wpn-Mortar-ROF04) now requires Mortar Autoloader Mk3 (R-Wpn-Mortar-ROF03) and the pre-requisite Cannon Rapid Loader (R-Wpn-Cannon-ROF04) has been changed to Cannon Autoloader Mk3 (R-Wpn-Cannon-ROF03). - - Kreuvf -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFKI4VV4y86f1GXLDwRAvSqAKCEJnB614AtBt5XDAUmsUl8898j8wCgpp60 fdn+XbnwUsqRNrI6sGAbfR8= =iflf -END PGP SIGNATURE- ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev