Re: [Warzone-dev] Proposed Roadmap

2009-06-01 Thread Per Inge Mathisen
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

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Re: [Warzone-dev] change the way we handle trunk tertiles ?

2009-06-01 Thread 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

http://imagebin.ca/view/xLiOkU1X.html

Here's my latest try.

-Zarel

P.S. Apologies for top-posting my last one. I blame Gmail.

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Re: [Warzone-dev] change the way we handle trunk tertiles ?

2009-06-01 Thread Zarel
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?
>
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>

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[Warzone-dev] change the way we handle trunk tertiles ?

2009-06-01 Thread 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?

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Re: [Warzone-dev] 2.2 has been released!

2009-06-01 Thread Elio Gubser
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


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[Warzone-dev] Proposed Roadmap

2009-06-01 Thread bugs buggy
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.

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7626] tags/2.2.0/configure.ac

2009-06-01 Thread bugs buggy
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

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7626] tags/2.2.0/configure.ac

2009-06-01 Thread kim metcalfe
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
>
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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7626] tags/2.2.0/configure.ac

2009-06-01 Thread Per Inge Mathisen
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

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Re: [Warzone-dev] 2.2 has been released!

2009-06-01 Thread Dennis Schridde
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.


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Re: [Warzone-dev] 2.2 has been released!

2009-06-01 Thread 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" ?

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Re: [Warzone-dev] Drag rearm pad building

2009-06-01 Thread Giel van Schijndel
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


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Re: [Warzone-dev] 2.2 has been released!

2009-06-01 Thread Dennis Schridde
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.


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Re: [Warzone-dev] Drag rearm pad building

2009-06-01 Thread Kreuvf
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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.
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Re: [Warzone-dev] Drag rearm pad building

2009-06-01 Thread Per Inge Mathisen
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

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Re: [Warzone-dev] 2.2 has been released!

2009-06-01 Thread Kreuvf
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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
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Re: [Warzone-dev] 2.2 has been released!

2009-06-01 Thread Zarel
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

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Re: [Warzone-dev] 2.2 has been released!

2009-06-01 Thread Kreuvf
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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
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=iflf
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