Re: [Warzone-dev] 2.1 beta3 again
Ari Johnson schreef: On Thu, Jun 12, 2008 at 11:58 PM, bugs buggy [EMAIL PROTECTED] wrote: You wouldn't happen to know what causes (or caused) this would you: bison\ -y\ -d\ -o\${INPUT_FILE_BASE}\.tab.h\ \${INPUT_FILE_PATH}\\ ||\ exit\ 1 bison\ -y\ -d\ -o\${INPUT_FILE_BASE}\.tab.c\ \${INPUT_FILE_PATH}\\ ||\ exit\ 1 /Users/thommy/2.1/macosx/../lib/framework/resource_parser.y:51: unrecognized: %name_prefix /Users/thommy/2.1/macosx/../lib/framework/resource_parser.y:51: Skipping to next % /Users/thommy/2.1/macosx/../lib/framework/resource_parser.y:61: unrecognized: %destructor /Users/thommy/2.1/macosx/../lib/framework/resource_parser.y:61: Skipping to next % ** BUILD FAILED ** Or is that now fixed? It seems weird it sees %name_prefix, and not %name-prefix. That was caused by someone changing our .y files to require a version of Bison newer than the one included with OS X. Those changes could explain the error on line 61 (%destructor), but they don't explain the error on line 51. Line 51 holds the %name-prefix directive, which we've used since the dawn of days... PS That someone is me. I changed several parsers (.y files) to use the %destructor feature, which is only available without being seriously broken in Bison 2.1. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
On Fri, Jun 13, 2008 at 7:35 AM, Per Inge Mathisen [EMAIL PROTECTED] wrote: On Fri, Jun 13, 2008 at 1:35 AM, Christian Ohm [EMAIL PROTECTED] wrote: For playback I'd prefer using FFMPEG to the OGG libraries directly, since this will make it easier for others to make movies for mods without lossy reencoding into obscure formats. Note that ffmpeg is not distributed by most linux distributions, because of many murky patent issues, and usually has to be separately installed by the end user. For this reason I would prefer to use the ogg libraries. Right, I originally started using libavformat/libavcodec (the ffmpeg codec libraries) but was hesitant about the burden this would mean for non-linux ports. Most linux distros will ship the 'free' ffmpeg codecs. But this doesn't include all the 'interesting' codecs, so you really only get theora (and the simpler AVI codecs) anyway. We also already require ogg/vorbis, so only adding a theora dependency is a very small addition. -- - Gus ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
On Fri, Jun 13, 2008 at 5:19 AM, bugs buggy [EMAIL PROTECTED] wrote: I haven't done much with video stuff, but I used ffmpeg with a bitrate of 2400K, and used the 'double sized' video (as in, it skips ever other scanline to make the FMV appear bigger than it is), so while the original FMVs are 320x240 (and some are less than this), the one I converted is 640x480. The issue with the 320x240 is that if we stretch that out to fill the screen, then we get really ugly pixelization. Is there any filter or some other program that we can use to fix this? The original vid I converted from is 30,996,655 bytes (320x240), and the new one is 32,095,488 bytes (640x480). I'm not sure what you're intending with this 'double sizing' stuff. You aren't going to add more information to the video by doubling the scan lines, so it will appear equally as pixelized as the smaller video, stretched at display time. I rather we just skip the RPL headaches, and just convert them to ogg/theora. Would seem to be the best bet, and less code maintenance. I dunno about our mac friends, and if the RPL playback code is endian safe or not. Actually, I don't even know if the ogg playback code we have on the tracker is endian safe either. Sorry Ari. :( I'm inclined to agree about dropping the RPL code, especially since I could never get it working flawlessly :( As for endian-safe, I hope it is - I wrote it :P -- - Gus ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
Christian Ohm schreef: On Thursday, 12 June 2008 at 16:11, Giel van Schijndel wrote: Dennis Schridde schreef: Am Donnerstag, 12. Juni 2008 13:13:49 schrieb Per Inge Mathisen: I would like some input from the people who worked with the FMVs on how much work remains to integrate them properly (gerard, angus...), and I would also like to hear people's opinions on how they should be distributed. As for distribution I suggest we use a non-RPL based format. Ogg/Theora comes to mind, though I don't really mind other formats either. (As long as it's a free open format). I prefer MKV to OGM as a movie container, though for a game it doesn't really matter. Codec-wise Theora/Vorbis seems a good choice. I do like Matroska as a container as well, though I have no clue how implementing it compares to Ogg. * we create a new branch based on trunk to attempt to quickly produce working FMV code for 2.1 beta4 Why a branch? The movie code shouldn't be that difficult to reactivate (unless someone ripped it totally apart in the last months), so just doing it in the trunk seems easier to me. I would actually prefer that approach as well, if it doesn't produce large amounts of noise that is... * we put the converted FMVs in a tarball on gna.org, but not in the svn repository (too big, 300mb+) I suggest we stuff all FMVs in a .wz modpack instead of a tarball. This way no further processing will be required by those wish to download and use it (aside from dumping it in the correct directory). I suggest that we put all non-FMV data (i.e. meta data) that will have to reside in the same .wz zip file in our svn repository though. For the Windows world, rather a zip than a tarball. And a torrent would be nice as well, to spare GNA's bandwidth a bit. Well, the .wz file would be a zip file ready to drop in a mod directory for Windows, GNU/Linux and OSX all at the same time. That's at least how I had it in mind. I.e. we don't use some OS's conventional archive format, we use our own format! * for 2.1 we allow the user to play without FMVs, as before, and only optionally play them if present It's probably best to somehow register the FMVs with warzone through the WRF resource system. Then we just attempt to always play these videos and do nothing when they're not loaded through the WRF system. The infrastructure for that should still be in place, we just need code to decode and show the videos. I don't think an infrastructure like I described above has ever been there really... [snip] Apropos soundtracks. There is still MichaelB et al.'s soundtracks dangling somewhere. Maybe we could add them to beta4 as well? I've already added them to a mod pack [1] and solved out the licensing issues for those. I've also set up the NSIS installer to automatically download that mod-pack at the user's request (i.e. they just have to enable it in the components section). [1] http://download.gna.org/warzone/releases/mods/music_1.0.wz Are those all the contributed tracks, or just a selection? These are a selection made from [1] in the forums by [2]. [1] http://wiki.wz2100.net/Music_proposals [2] http://forums.wz2100.net/viewtopic.php?f=6t=1616 -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
bugs buggy schreef: On 6/12/08, Angus Lees [EMAIL PROTECTED] wrote: The patch I sent some time ago supported both .ogg and .rpl formats, again my intention being allowing those few people with the original game to use their .rpls (or something) and the rest of us can use .oggs. And the code is structured to allow other formats if something better turns up. I didn't see your patch on the tracker @ GNA, or maybe I am blind? The current ones are from Gerard, and one supports lua which is https://gna.org/patch/?908 and the other one is patch #885. I currently updated #885 for trunk, but it still has some issues. I would like to check out your ogg playback code, and see if it works better. I think he means the patch attached to this mailing list thread [1]. [1] https://mail.gna.org/public/warzone-dev/2007-04/msg00245.html -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.1 beta3 again
On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel [EMAIL PROTECTED] wrote: Sure, but do we want to change every single [lexer interpreted] file format to Lua? Why not? :-) I guess some can just plain be retired, like the animation lexer, which WZM will obsolete entirely. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #11822] crash with single-user multiplayer on hidensneak
URL: http://gna.org/bugs/?11822 Summary: crash with single-user multiplayer on hidensneak Project: Warzone Resurrection Project Submitted by: pabs Submitted on: Friday 06/13/2008 at 08:59 Category: Engine: Netplay Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: 2.1_beta3 Operating System: GNU/Linux Planned Release: None ___ Details: Using SVN r5243: Program: ./install/bin/warzone2100(warzone2100) Version: Version 2.1_beta3 Distributor: Compiled on: Jun 13 2008 16:00:21 Compiled by: GCC 4.3.1 Executed on: Fri Jun 13 16:01:25 2008 Operating system: Linux Node name: chianamo Release: 2.6.25-2-686 Version: #1 SMP Tue May 27 15:38:35 UTC 2008 Machine: i686 Pointers: 32bit Dump caused by signal: SIGSEGV: Invalid memory reference: Address not mapped to object Log message 1: Log message 2: GLIBC raw backtrace: ./install/bin/warzone2100[0x81e8cf5] [0xb7f2940c] ./install/bin/warzone2100[0x816e4db] ./install/bin/warzone2100[0x80ba24c] ./install/bin/warzone2100[0x80bc064] ./install/bin/warzone2100[0x80bc458] ./install/bin/warzone2100[0x80bc8b5] /lib/i686/cmov/libc.so.6(__libc_start_main+0xe5)[0xb7b26455] ./install/bin/warzone2100(ftell+0x35)[0x804e6a1] GDB extended backtrace: GNU gdb 6.8-debian Copyright (C) 2008 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later http://gnu.org/licenses/gpl.html This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type show copying and show warranty for details. This GDB was configured as i486-linux-gnu... Attaching to program: /home/pabs/devel/games/warzone/install/bin/warzone2100, process 25402 Reading symbols from /usr/lib/libSDL-1.2.so.0...done. Loaded symbols for /usr/lib/libSDL-1.2.so.0 Reading symbols from /usr/lib/libSDL_net-1.2.so.0...done. Loaded symbols for /usr/lib/libSDL_net-1.2.so.0 Reading symbols from /usr/lib/libphysfs-1.0.so.0...done. Loaded symbols for /usr/lib/libphysfs-1.0.so.0 Reading symbols from /usr/lib/libpng12.so.0...done. Loaded symbols for /usr/lib/libpng12.so.0 Reading symbols from /usr/lib/libvorbisfile.so.3...done. Loaded symbols for /usr/lib/libvorbisfile.so.3 Reading symbols from /usr/lib/libvorbis.so.0...done. Loaded symbols for /usr/lib/libvorbis.so.0 Reading symbols from /lib/i686/cmov/libm.so.6...Reading symbols from /usr/lib/debug/lib/i686/cmov/libm-2.7.so...done. done. Loaded symbols for /lib/i686/cmov/libm.so.6 Reading symbols from /usr/lib/libogg.so.0...done. Loaded symbols for /usr/lib/libogg.so.0 Reading symbols from /usr/lib/libopenal.so.0...done. Loaded symbols for /usr/lib/libopenal.so.0 Reading symbols from /usr/lib/libGLC.so.0...done. Loaded symbols for /usr/lib/libGLC.so.0 Reading symbols from /usr/lib/libGL.so.1...done. Loaded symbols for /usr/lib/libGL.so.1 Reading symbols from /usr/lib/libGLU.so.1...done. Loaded symbols for /usr/lib/libGLU.so.1 Reading symbols from /lib/libpopt.so.0...done. Loaded symbols for /lib/libpopt.so.0 Reading symbols from /lib/libgcc_s.so.1...done. Loaded symbols for /lib/libgcc_s.so.1 Reading symbols from /lib/i686/cmov/libc.so.6...Reading symbols from /usr/lib/debug/lib/i686/cmov/libc-2.7.so...done. done. Loaded symbols for /lib/i686/cmov/libc.so.6 Reading symbols from /lib/i686/cmov/libpthread.so.0...Reading symbols from /usr/lib/debug/lib/i686/cmov/libpthread-2.7.so...done. [Thread debugging using libthread_db enabled] [New Thread 0xb77089c0 (LWP 25402)] [New Thread 0xb0fe1b90 (LWP 25407)] [New Thread 0xb717eb90 (LWP 25406)] done. Loaded symbols for /lib/i686/cmov/libpthread.so.0 Reading symbols from /usr/lib/libX11.so.6...done. Loaded symbols for /usr/lib/libX11.so.6 Reading symbols from /usr/lib/libstdc++.so.6...done. Loaded symbols for /usr/lib/libstdc++.so.6 Reading symbols from /lib/i686/cmov/libdl.so.2...Reading symbols from /usr/lib/debug/lib/i686/cmov/libdl-2.7.so...done. done. Loaded symbols for /lib/i686/cmov/libdl.so.2 Reading symbols from /usr/lib/libdirectfb-1.0.so.0...done. Loaded symbols for /usr/lib/libdirectfb-1.0.so.0 Reading symbols from /usr/lib/libfusion-1.0.so.0...done. Loaded symbols for /usr/lib/libfusion-1.0.so.0 Reading symbols from /usr/lib/libdirect-1.0.so.0...done. Loaded symbols for /usr/lib/libdirect-1.0.so.0 Reading symbols from /usr/lib/libvga.so.1...done. Loaded symbols for /usr/lib/libvga.so.1 Reading symbols from /usr/lib/libz.so.1...done. Loaded symbols for /usr/lib/libz.so.1 Reading symbols from /lib/ld-linux.so.2...Reading symbols from /usr/lib/debug/lib/ld-2.7.so...done. done. Loaded symbols for /lib/ld-linux.so.2 Reading symbols from /usr/lib/libfontconfig.so.1...done. Loaded symbols for
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
On Friday, 13 June 2008 at 0:28, bugs buggy wrote: On 6/12/08, Christian Ohm [EMAIL PROTECTED] wrote: For playback I'd prefer using FFMPEG to the OGG libraries directly, since this will make it easier for others to make movies for mods without lossy reencoding into obscure formats. You mean launch a external program to handle this? I am not sure this is the best way to go on all platforms, you would also need some way to make sure each platform has ffmpeg available. No, ffmpeg is mainly a library, used in the same way the ogg libraries are used (but much more flexible). ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
On Friday, 13 June 2008 at 8:35, Per Inge Mathisen wrote: On Fri, Jun 13, 2008 at 1:35 AM, Christian Ohm [EMAIL PROTECTED] wrote: For playback I'd prefer using FFMPEG to the OGG libraries directly, since this will make it easier for others to make movies for mods without lossy reencoding into obscure formats. Note that ffmpeg is not distributed by most linux distributions, because of many murky patent issues, and usually has to be separately installed by the end user. For this reason I would prefer to use the ogg libraries. It is not? Debian has a version included (stripped of all suspicious stuff), so I'd assumed the others to include such as well. Without it, what do they do for Blender, for example? Ship a version without video support? Anyway, if ffmpeg is generally available, using it instead of the ogg libraries directly would be much more flexible. If not, well, then ogg it is. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
On Friday, 13 June 2008 at 0:19, bugs buggy wrote: I haven't done much with video stuff, but I used ffmpeg with a bitrate of 2400K, and used the 'double sized' video (as in, it skips ever other scanline to make the FMV appear bigger than it is), so while the Skip every other line means inserting black lines, or doubling the lines? Inserting black lines will increase the needed bitrate way too much (if you want to do that, rather do it after decoding the video), and doubling the lines won't really make it look different, will it? (And also can be done as post-processing, rather than eating bits unnecessarily.) original FMVs are 320x240 (and some are less than this), the one I converted is 640x480. The issue with the 320x240 is that if we stretch that out to fill the screen, then we get really ugly pixelization. Is there any filter or some other program that we can use to fix this? Short answer: No. Same problem as with the original textures, you can't make gold from crap. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
Hi all, On Friday, 13 June 2008 at 0:19, bugs buggy wrote: I haven't done much with video stuff, but I used ffmpeg with a bitrate of 2400K, and used the 'double sized' video (as in, it skips ever other scanline to make the FMV appear bigger than it is), so while the Skip every other line means inserting black lines, or doubling the lines? Inserting black lines will increase the needed bitrate way too much (if you want to do that, rather do it after decoding the video), and doubling the lines won't really make it look different, will it? (And also can be done as post-processing, rather than eating bits unnecessarily.) I agree here. Doing it in software *after* we have de-compressed the video is the way to go. A lot of games, however, did use this technique of adding in alternate black lines. Namely, early CC and TA spring to mind. It does work. Regards, Freddie. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
Am Freitag, 13. Juni 2008 11:24:34 schrieb Christian Ohm: On Friday, 13 June 2008 at 8:40, Giel van Schijndel wrote: Christian Ohm schreef: I prefer MKV to OGM as a movie container, though for a game it doesn't really matter. Codec-wise Theora/Vorbis seems a good choice. I do like Matroska as a container as well, though I have no clue how implementing it compares to Ogg. Well, depends on the used library. If we go with ffmpeg, it can automatically play almost every file. If we use the ogg libraries, we should use the ogg container as well. Last time I tried to create (kdenlive and avidemux, iirc) a MKV video, it would have ugly video/sound asyncs in mplayer and not play at all in xine. Found no way to fix that. 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] 2.1 beta3 again
Per Inge Mathisen schreef: On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel [EMAIL PROTECTED] wrote: Sure, but do we want to change every single [lexer interpreted] file format to Lua? Why not? :-) I guess some can just plain be retired, like the animation lexer, which WZM will obsolete entirely. Actually rather than asking ourselves why not?, I prefer to ask [for each format we want to change] why should we use Lua instead?. As long as we use that approach (and are capable of answering that question with something more like Lua rocks., Lua is cool., etc.) I don't mind using Lua. My main concern was just that ^^, I don't want to change every single format to Lua just because we can. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.1 beta3 again
On Fri, Jun 13, 2008 at 2:03 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: Per Inge Mathisen schreef: On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel [EMAIL PROTECTED] wrote: Sure, but do we want to change every single [lexer interpreted] file format to Lua? Why not? :-) I guess some can just plain be retired, like the animation lexer, which WZM will obsolete entirely. Actually rather than asking ourselves why not?, I prefer to ask [for each format we want to change] why should we use Lua instead?. As long as we use that approach (and are capable of answering that question with something more like Lua rocks., Lua is cool., etc.) I don't mind using Lua. My main concern was just that ^^, I don't want to change every single format to Lua just because we can. I thought it was obvious due to the context of this discussion, but the main reason I want to use lua is to get rid of the dependencies on flex and bison. They are a maintenance nightmare. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
Christian Ohm schreef: On Friday, 13 June 2008 at 8:40, Giel van Schijndel wrote: Christian Ohm schreef: I prefer MKV to OGM as a movie container, though for a game it doesn't really matter. Codec-wise Theora/Vorbis seems a good choice. I do like Matroska as a container as well, though I have no clue how implementing it compares to Ogg. Well, depends on the used library. If we go with ffmpeg, it can automatically play almost every file. If we use the ogg libraries, we should use the ogg container as well. As mentioned before, I don't think ffmpeg is a good option. This due to complications with distributing it. It's probably best to somehow register the FMVs with warzone through the WRF resource system. Then we just attempt to always play these videos and do nothing when they're not loaded through the WRF system. The infrastructure for that should still be in place, we just need code to decode and show the videos. I don't think an infrastructure like I described above has ever been there really... Hm, I thought Warzone already does this, play movie if it's available, and not if not. But it has been a while since I looked at that code. Yes, but it isn't handled by the WRF resource system at all, in fact the resource system is completely circumvented for FMVs. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
Dennis Schridde schreef: Am Freitag, 13. Juni 2008 16:18:12 schrieb Christian Ohm: On Friday, 13 June 2008 at 13:37, Dennis Schridde wrote: Last time I tried to create (kdenlive and avidemux, iirc) a MKV video, it would have ugly video/sound asyncs in mplayer and not play at all in xine. Found no way to fix that. Hm, all I've ever done was remuxing different containers into mkv via mkvmerge, and the result always played without problems in mplayer. Anyway, the container is the least of the problems, and ogg will be enough for a game. But I had a different thought: Are there localized versions of the fmvs? If so, are they also copyrighted by Eidos, or by some other company (i.e. could we use the audio streams of the different localizations)? There are. Dont know who owns them though. Since the readme talks pretty blank about videos we could use them in any language from my point of view. Though if it was not Eidos owning them, that would be a problem. (I somehow doubt it, though.) AFAIK copyright law doesn't concern itself with the language or medium of expression that is used. It is only concerned with the originality of the work being expressed. Thus, if it would just be a plain translation then I am quite sure it wouldn't make a difference, regardless of the precise wording of the latest license statement. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
On Friday, 13 June 2008 at 23:20, Giel van Schijndel wrote: AFAIK copyright law doesn't concern itself with the language or medium of expression that is used. It is only concerned with the originality of the work being expressed. Thus, if it would just be a plain translation then I am quite sure it wouldn't make a difference, regardless of the precise wording of the latest license statement. Well, iirc some games were licensed to a different company for translation and distribution. If that was the case with Warzone (which I doubt, since Eidos is large enough to do it themselves), the translation is not copyrighted by Eidos, but another company, and Eidos cannot necessarily speak for them. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
On 6/13/08, Angus Lees [EMAIL PROTECTED] wrote: On Fri, Jun 13, 2008 at 5:19 AM, bugs buggy [EMAIL PROTECTED] wrote: I haven't done much with video stuff, but I used ffmpeg with a bitrate of 2400K, and used the 'double sized' video (as in, it skips ever other scanline to make the FMV appear bigger than it is), so while the original FMVs are 320x240 (and some are less than this), the one I converted is 640x480. The issue with the 320x240 is that if we stretch that out to fill the screen, then we get really ugly pixelization. Is there any filter or some other program that we can use to fix this? The original vid I converted from is 30,996,655 bytes (320x240), and the new one is 32,095,488 bytes (640x480). I'm not sure what you're intending with this 'double sizing' stuff. You aren't going to add more information to the video by doubling the scan lines, so it will appear equally as pixelized as the smaller video, stretched at display time. Right, there is no new information just by doubling the scan lines, but to my eyes, it did look better than stretching the original 320x240 to 640x480. I should throw up some screen shots to show the difference. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release
On 6/13/08, Per Inge Mathisen [EMAIL PROTECTED] wrote: On Fri, Jun 13, 2008 at 6:00 AM, bugs buggy [EMAIL PROTECTED] wrote: I'll get back to the other parts, but I would like to know why the extremely short gestation period for the new contract/readme ? You blink, and you miss everything. I left the issues about this on the forums, but I rather like to know why it wasn't made public before hand, and only after the fact it was revealed. I for one was quite shocked at the exception part. I worked on getting the FMVs and soundtracks released as GPL through Pivotal. The new README with the exception was pushed by the wz2200 people who were talking directly with the EIDOS person who showed up on the forum. We managed to get some input on the README that made it better than what we had (confirmed GPL v2 *or later*, as well as a more official confirmation of the GPL release of all the data), so on the whole I am happy with it, although I am less than enthusiastic about the exception itself. Note that our code and our version does not contain the exception, so this means that wz2200 cannot use any of our code now - but I told them of this consequence and they were happy with it. - Per Thanks for the explanation. But how would one know if the code was used from a GPL project, if it is closed source? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev