Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7587] branches/2.2/data/mods

2009-05-31 Thread Per Inge Mathisen
On Fri, May 29, 2009 at 9:25 PM,  bugina...@users.sourceforge.net wrote:
 Revision: 7587
          http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7587view=rev
 Author:   buginator
 Date:     2009-05-29 19:25:03 + (Fri, 29 May 2009)

 Log Message:
 ---
 Move aivolution from globals to multiplay, as this mod is only for multiplay 
 use.
 Fix the makefile.am and makefile.win32 (untested) as well.

The NSIS script also needs to be updated. It now creates a desktop
link that uses the wrong parameter.

  - Per

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7600] branches/2.2

2009-05-31 Thread Christian Ohm
On Sunday, 31 May 2009 at  2:47, bugina...@users.sourceforge.net wrote:
 Revision: 7600
           
 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7600view=rev
 Author:   buginator
 Date:     2009-05-31 02:47:27 + (Sun, 31 May 2009)

 Log Message:
 ---
 Update Changelog  NSIS script again

 Modified Paths:
 --
     branches/2.2/ChangeLog
     branches/2.2/pkg/nsis/warzone2100.nsi

Your modified question is not quite correct, DejaVu Sans supports far more than
English, French and German (I think all our languages except Chinese).
Performance impact is also not quite right, it's rather long startup
time on the first run after a reboot.

I'm not sure what exactly the issue is (and I have no Vista+ machines handy to
find out), but if I understood it correctly, the font cache gets deleted when
restarting because its in a temp dir. Then removing the
cachedirWINDOWSTEMPDIR_FONTCONFIG_CACHE/cachedir line from fonts.conf
should help there (so the delay is _only_ on the first run).

Anyway, how about shipping one config file with good substitutions, and having
a Install Chinese font option (and others if we need more later), which
downloads e.g. WenQuanYi and puts it into our font dir?

And having all the installer actions documented so people can download/install
stuff themselves would be nice as well. As would be a wiki page where the
_exact_ file locations (for data, mods, savegames, screenshots, config file
etc.) for the different systems are mentioned.


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[Warzone-dev] [INFO] Website temporary down.

2009-05-31 Thread Kamaze
As you can notice, the whole server is down right now. Reason was a 
fresh installed virtual windows machine on the same host, which did a 
whole network scan in our hosters network. As result it triggered 
security measures which took down our whole subnet.

Unlocking is a manual process and tomorrow is a holiday here in germany. 
  So, the ETA is probably tuesday. I'm sorry for the trouble...

best regards,
Kamaze

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7587] branches/2.2/data/mods

2009-05-31 Thread bugs buggy
On 5/31/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
 On Fri, May 29, 2009 at 9:25 PM,  bugina...@users.sourceforge.net wrote:
   Revision: 7587

 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7587view=rev
   Author:   buginator
   Date: 2009-05-29 19:25:03 + (Fri, 29 May 2009)
  
   Log Message:
   ---
   Move aivolution from globals to multiplay, as this mod is only for 
 multiplay use.
   Fix the makefile.am and makefile.win32 (untested) as well.

  The NSIS script also needs to be updated. It now creates a desktop
  link that uses the wrong parameter.


Nice catch.  Fixed.

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7600] branches/2.2

2009-05-31 Thread bugs buggy
On 5/31/09, Christian Ohm chr@gmx.net wrote:
 On Sunday, 31 May 2009 at  2:47, bugina...@users.sourceforge.net wrote:
   Revision: 7600
 
 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7600view=rev
   Author:   buginator
   Date: 2009-05-31 02:47:27 + (Sun, 31 May 2009)
  
   Log Message:
   ---
   Update Changelog  NSIS script again
  
   Modified Paths:
   --
   branches/2.2/ChangeLog
   branches/2.2/pkg/nsis/warzone2100.nsi

  Your modified question is not quite correct, DejaVu Sans supports far more 
 than
  English, French and German (I think all our languages except Chinese).
  Performance impact is also not quite right, it's rather long startup
  time on the first run after a reboot.

OK, so change it to: If you want to use a custom font, or need a
Chinese font, then you should answer yes, all others should answer no.
NOTE: on vista, reading the windows font directory can take a very
long time, so the initial run of the program will be delayed, until
that process is done.


  I'm not sure what exactly the issue is (and I have no Vista+ machines handy 
 to
  find out), but if I understood it correctly, the font cache gets deleted when
  restarting because its in a temp dir. Then removing the
  cachedirWINDOWSTEMPDIR_FONTCONFIG_CACHE/cachedir line from fonts.conf
  should help there (so the delay is _only_ on the first run).


If that line is removed, then it goes to cachedir~/.fontconfig/cachedir
I have no idea where that will put the cache file then.
The fontcache file isn't deleted from the temp directory after
reboot/shutdown, at least, not on my system, but I have no way of
knowing what it does on vista.

The issue is, that if we allow fontconfig to read the windows font
directory, and this is on vista, then it takes a very long time to
create said cache.

The only time we need to read the windows font directory is when we
run into a language that DejaVu font don't support, or, people want to
override the font that we are currently defaulting to.

  Anyway, how about shipping one config file with good substitutions, and 
 having
  a Install Chinese font option (and others if we need more later), which
  downloads e.g. WenQuanYi and puts it into our font dir?

  And having all the installer actions documented so people can 
 download/install
  stuff themselves would be nice as well. As would be a wiki page where the
  _exact_ file locations (for data, mods, savegames, screenshots, config file
  etc.) for the different systems are mentioned.


I have no problem with packaging more fonts, I just can't test it.
I tend to agree for the addition to the wiki about this info.

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7600] branches/2.2

2009-05-31 Thread Kreuvf
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

bugs buggy wrote:
 OK, so change it to: If you want to use a custom font, or need a
 Chinese font, then you should answer yes, all others should answer no.
 NOTE: on vista, reading the windows font directory can take a very
 long time, so the initial run of the program will be delayed, until
 that process is done.
Do you want to use a custom font or a font supporting Chinese characters?

Important: On Windows Vista the initial run of Warzone 2100 will take a very
long time as the Windows font directory is read.

The idea behind this text is: Ask the user what to do and then tell him/her
about the possible consequences and give an explanation for that consequences at
the end. Users aren't primarily interested in the reason, which is why I put it
at the end.
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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7600] branches/2.2

2009-05-31 Thread Christian Ohm
On Sunday, 31 May 2009 at 12:35, bugs buggy wrote:
   I'm not sure what exactly the issue is (and I have no Vista+ machines 
  handy to
   find out), but if I understood it correctly, the font cache gets deleted 
  when
   restarting because its in a temp dir. Then removing the
   cachedirWINDOWSTEMPDIR_FONTCONFIG_CACHE/cachedir line from fonts.conf
   should help there (so the delay is _only_ on the first run).
 
 If that line is removed, then it goes to cachedir~/.fontconfig/cachedir
 I have no idea where that will put the cache file then.
 The fontcache file isn't deleted from the temp directory after
 reboot/shutdown, at least, not on my system, but I have no way of
 knowing what it does on vista.
 
 The issue is, that if we allow fontconfig to read the windows font
 directory, and this is on vista, then it takes a very long time to
 create said cache.

Yes, and that cache will be lost because it's not in a permanent dir, I think.
So if we use a private directory instead (~/.fontconfig is probably not the
best choice though), the cache should survive reboots.

 The only time we need to read the windows font directory is when we
 run into a language that DejaVu font don't support, or, people want to
 override the font that we are currently defaulting to.

That's why I prefer using only our fonts. But that might need more time than we
want to spend before releasing 2.2.

   Anyway, how about shipping one config file with good substitutions, and 
  having
   a Install Chinese font option (and others if we need more later), which
   downloads e.g. WenQuanYi and puts it into our font dir?
 
   And having all the installer actions documented so people can 
  download/install
   stuff themselves would be nice as well. As would be a wiki page where the
   _exact_ file locations (for data, mods, savegames, screenshots, config file
   etc.) for the different systems are mentioned.
 
 I have no problem with packaging more fonts, I just can't test it.

That's the basic problem, we need someone with Vista who can test this stuff,
and then we don't have to do all this guesswork.

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7600] branches/2.2

2009-05-31 Thread Kreuvf
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Kreuvf wrote:
 Do you want to use a custom font or a font supporting Chinese characters?
 
 Important: On Windows Vista the initial run of Warzone 2100 will take a very
 long time as the Windows font directory is read.
Möchten Sie eine andere Schriftart wählen oder eine Schriftart, die chinesische
Zeichen unterstützt?

Wichtig: Unter Windows Vista wird der erste Start von Warzone 2100 sehr viel
Zeit benötigen, da das Windows-Schriftart-Verzeichnis gelesen wird.
As mentioned on IRC, the de translation :D

- - Kreuvf
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[Warzone-dev] Drag rearm pad building

2009-05-31 Thread Per Inge Mathisen
This small patch makes it possible to drag a line of rearm pad
production similar to how walls and defenses can be built by dragging
the production with the mouse. It also removes the obligatory empty
tile between rearm pads.

The reason should be obvious - it is currently very tedious to build
massive VTOL rearm fields.

Posted here since wz2100.net is down.

  - Per
Index: src/display.c
===
--- src/display.c	(revision 7604)
+++ src/display.c	(working copy)
@@ -565,7 +565,8 @@
  sBuildDetails.psStats-ref  (REF_STRUCTURE_START + REF_RANGE))
 {
 	if STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_WALL
-	 || ((STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_DEFENSE)
+	 || ((STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_DEFENSE
+	 || ((STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_REARM_PAD)
 	 !isLasSat((STRUCTURE_STATS *)sBuildDetails.psStats))
 	{
 		wallDrag.x2 = mouseTileX;
@@ -608,7 +609,8 @@
 		 sBuildDetails.psStats-ref  (REF_STRUCTURE_START + REF_RANGE))
 		{
 			if STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_WALL
-			 || ((STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_DEFENSE)
+			 || ((STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_DEFENSE
+			 || ((STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_REARM_PAD)
 			 !isLasSat((STRUCTURE_STATS *)sBuildDetails.psStats))
 			{
 wallDrag.x1 = wallDrag.x2 = mouseTileX;
@@ -686,7 +688,8 @@
 		if(buildState == BUILD3D_VALID)
 		{
 			if STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_WALL
-			 || ((STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_DEFENSE)
+			 || ((STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_DEFENSE
+			 || ((STRUCTURE_STATS *)sBuildDetails.psStats)-type == REF_REARM_PAD)
 			 !isLasSat((STRUCTURE_STATS *)sBuildDetails.psStats))
 			{
 int dx, dy;
Index: src/action.c
===
--- src/action.c	(revision 7604)
+++ src/action.c	(working copy)
@@ -1860,7 +1860,7 @@
 		psDroid-player,
 		false))
 {
-	debug( LOG_NEVER, DACTION_MOVETOBUILD: !validLocation);
+	objTrace(psDroid-id, DACTION_MOVETOBUILD: !validLocation);
 	psDroid-action = DACTION_NONE;
 }
 else
@@ -1870,9 +1870,9 @@
 	psDroid-actionPoints = 0;
 }
 			}
-			else if(  (psDroid-order == DORDER_LINEBUILD||psDroid-order==DORDER_BUILD)
-	(psStructStats-type == REF_WALL   || psStructStats-type == REF_WALLCORNER ||
-	psStructStats-type == REF_DEFENSE))
+			else if ((psDroid-order == DORDER_LINEBUILD || psDroid-order==DORDER_BUILD)
+			  (psStructStats-type == REF_WALL || psStructStats-type == REF_WALLCORNER ||
+			 psStructStats-type == REF_DEFENSE || psStructStats-type == REF_REARM_PAD))
 			{
 // building a wall.
 MAPTILE* const psTile = mapTile(map_coord(psDroid-orderX), map_coord(psDroid-orderY));
Index: src/structure.c
===
--- src/structure.c	(revision 7604)
+++ src/structure.c	(working copy)
@@ -4063,7 +4063,7 @@
 		}
 		//if we're dragging the wall/defense we need to check along the current dragged size
 		if (wallDrag.status != DRAG_INACTIVE
-			 (psBuilding-type == REF_WALL || psBuilding-type == REF_DEFENSE)
+			 (psBuilding-type == REF_WALL || psBuilding-type == REF_DEFENSE || psBuilding-type == REF_REARM_PAD)
 			 !isLasSat(psBuilding))
 		{
 UWORDdx,dy;
@@ -4318,6 +4318,7 @@
 	if (!(psBuilding-type == REF_DEFENSE ||
 		psBuilding-type == REF_WALL ||
 		psBuilding-type == REF_WALLCORNER ||
+		psBuilding-type == REF_REARM_PAD ||
 		psBuilding-type == REF_MISSILE_SILO))
 	{
 		/*need to check there is one tile between buildings*/
@@ -4470,8 +4471,7 @@
 			BOOLvalidCombi;
 
 			//defense and missile silo's can be built next to anything so don't need to check
-			if (!(psBuilding-type == REF_DEFENSE || psBuilding-type ==
-REF_MISSILE_SILO))
+			if (!(psBuilding-type == REF_DEFENSE || psBuilding-type == REF_MISSILE_SILO || psBuilding-type == REF_REARM_PAD))
 			{
 for (psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid-psNext)
 {
@@ -4488,6 +4488,8 @@
 		{
 			if (psDroid-asOrderList[order].order == DORDER_BUILD)
 			{
+STRUCTURE_STATS *orderTarget = (STRUCTURE_STATS *)psDroid-asOrderList[order].psOrderTarget;
+
 validCombi = false;
 if (((STRUCTURE_STATS *)psDroid-asOrderList[order].
 	psOrderTarget)-type == REF_DEFENSE ||
@@ -4498,8 +4500,7 @@
 }
 //walls can be built next to walls and defence
 if ((psBuilding-type == REF_WALL || psBuilding-type == REF_WALLCORNER)
-	 (((STRUCTURE_STATS *)psDroid-asOrderList[order].psOrderTarget)-type == REF_WALL
-	|| ((STRUCTURE_STATS 

Re: [Warzone-dev] Drag rearm pad building

2009-05-31 Thread Zarel
2009/5/31 Per Inge Mathisen per.mathi...@gmail.com:
 This small patch makes it possible to drag a line of rearm pad
 production similar to how walls and defenses can be built by dragging
 the production with the mouse. It also removes the obligatory empty
 tile between rearm pads.

Um... but the obligatory empty line between rearm pads is like a
staple of Warzone!

We can make the drag only place every other rearm pad. We can just
rewrite the drag routine to only place structures in the places they
can go, instead of invalidating the whole line when only a few of them
are in bad places.

I've also been considering leaving the build menu up if a building is
placed while Shift or Ctrl is held down.

-Zarel

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Re: [Warzone-dev] Drag rearm pad building

2009-05-31 Thread Per Inge Mathisen
On Sun, May 31, 2009 at 8:58 PM, Zarel zare...@gmail.com wrote:
 Um... but the obligatory empty line between rearm pads is like a
 staple of Warzone!

Uhm... No?

On maps that are more cramped, being able to build rearm pads without
spaces between will be a god-send. It makes VTOLs a lot nicer to use.

  - Per

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[Warzone-dev] 2.2 has been released!

2009-05-31 Thread bugs buggy
We have released 2.2.

We have the  source tarball, the Fedora rpm, and the windows installer
all available on our SourceForge project page.

Just need the Mac builds.

http://sourceforge.net/projects/warzone2100/

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Re: [Warzone-dev] Drag rearm pad building

2009-05-31 Thread bugs buggy
On 5/31/09, Per Inge Mathisen per.mathixxx...@gmail.com wrote:
 This small patch makes it possible to drag a line of rearm pad
  production similar to how walls and defenses can be built by dragging
  the production with the mouse. It also removes the obligatory empty
  tile between rearm pads.

  The reason should be obvious - it is currently very tedious to build
  massive VTOL rearm fields.

  Posted here since wz2100.net is down.

I like the idea of being able to build *anything* via the 'drag a
line' approach.

I thought that anything but the walls had spaces, so that the AI can
find a path around it?  I don't think units can drive over the rearm
pads?

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[Warzone-dev] Broken PhysFS zip support for Macs?

2009-05-31 Thread bugs buggy
When the forums were up, there was talk that a few users couldn't load
.wz files.

After looking a bit, I found this thread on the ML,
https://mail.gna.org/public/warzone-dev/2007-12/msg00129.html

It seems it was never really fixed?

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

2009-05-31 Thread Kreuvf
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bugs buggy wrote:
 We have released 2.2.
 
 We have the  source tarball, the Fedora rpm, and the windows installer
 all available on our SourceForge project page.
 
 Just need the Mac builds.
 
 http://sourceforge.net/projects/warzone2100/
 
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Thanks for the release announcement! 8)
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