Re: [warzone2100-dev] OpenGL requirements for trunk

2009-09-27 Thread Kreuvf
Per Inge Mathisen wrote:
 Let me know what you think.
Sooner or later that switch would be inevitable anyway. If the decision is made
to use these features, we should make sure that people are informed long before
any release, so they know in advance that coming WZ versions won't work with
their hardware.

I am for that switch.

On a side note: It'd be yet another big thing started (afaik we currently have
new widgets/GUI, lua, savegame format (and other formats as well probably),
stats conversion in the making).

- Kreuvf



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Re: [warzone2100-dev] OpenGL requirements for trunk

2009-09-27 Thread bugs buggy
On 9/26/09, Per Inge Mathisen perxx...@gmail.com wrote:
 I have been working with OpenGL 2.0+ features lately, and I think I
  could have a good shot at making the current model drawing code much
  faster by using such features. However, this would require working
  support for VBOs and GLSL shaders. It probably means bye-bye Intel
  integrated graphics hardware (at least until they manage to get the
  drivers up to speed on the more modern of their hardware). The trunk
  branch was supposed to be for modern graphics hardware, and the way
  graphics development is going, the OpenGL 1.x way of doing things is
  more and more a thing of the past. On the other hand, Intel integrated
  chipsets have bigger market share than either ATI or Nvidia (at 40%,
  27% and 20% respectively in one article I read). So perhaps we should
  do a 2.3 branch of the current trunk before any such changes, and hope
  that Intel users can use that? From what I have heard, at least some
  Intel users have been running trunk successfully.

  Of course, once we start using shaders and VBOs, a lot of new
  interesting possibilities open up in the graphics department. So it is
  not just to increase the speed of model drawing we would be adding
  this requirement. Because of the intrusive changes needed, maintaining
  two drawing paths would not be feasible.

  Let me know what you think.

Are you insane?  How can I play this game on my 5+ year old machine
then!?!?!? ;)

All kidding aside, I am fine with almost all of this.  GSSL will be
nice, but I worry about the support, and if we need to have fallback
routines or not.  We just don't have the manpower to have fallback
routines.

The part I do not agree is about the version.

I much rather we have the current trunk as 3.0.
Then the new trunk (with shaders / GLSL+ whatever else) should be 3.5
or maybe even 4.0.
This leaves us with 2.2 branch to move up to 2.9 for room to grow,
instead of doing 2.2.11 :)  In case we want to backport stuff from
trunk to the 2.x line.
I have more comments on 2.2+ shortly.

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[warzone2100-dev] [Warzone 2100 Trac] #961: Data integrity routines

2009-09-27 Thread Warzone 2100 Trac
#961: Data integrity routines
-+--
 Reporter:  Buginator|  Owner:  
 Type:  enhancement  | Status:  new 
 Priority:  major|  Milestone:  2.2.4   
Component:  other|Version:  svn/2.2 
 Keywords:   |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--
 This is the *start* of data checking.

 Currently, it will only work on platform specific systems.  So windows -
 windows, or linux - linux but not windows - linux.

 The reason for this is the current data in the SVN needs to have the EOL
 set to the same for all platforms--see ML for more details.  This could
 either be CR (mac?) CRLF (windows) LF (linux).

 I think it should be set to CRLF since most all utilities are windows
 based, and those require CRLF to work.

 On to the routine.  In simple terms, it throws the buffer to the hash
 routine, and calculates it.
 Then when people enter the game, it will kick people out if the data does
 not match.

 A) I don't think we should parse the buffer to strip \r\n (or \r or \n...)
 just takes up more code and can be easily solved by changing the EOL style
 on SVN to CRLF.[[BR]]

 B) There *is* a log message for when it kicks you, but you will be dumped
 back to the main menu.  It is the same as if you pressed quit while in-
 game.[[BR]]

 C) This is only phase one of the data integrity routines, more advanced
 routines are planned.  This is mainly meant so people with different mods
 can't play together, since that tends to screw up games.[[BR]]

 D) I am not 100% sure of the endian issues, I think I got them all, but if
 someone can double check...[[BR]]

-- 
Ticket URL: http://developer.wz2100.net/ticket/961
Warzone 2100 Trac http://developer.wz2100.net/
The Warzone 2100 Resurrection Project
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[warzone2100-dev] Version scheme (again)

2009-09-27 Thread bugs buggy
First off, I really think we need room to grow for the 2.2 branch.
If we start to backport some changes from trunk to the current 2.2 it
can/will break things, and saying 2.2.5 won't work with 2.2.4 because
of XYZ isn't really a good way to handle it.  Minor improvements and
or bug fixes are for minor bumps in the version, but something more
major really needs a major bump in the revision numbers.

For example, the net code.  As we all know, it is pretty different in
trunk and branch, and it is much harder for us to maintain two
versions of netcode.
If we backport that from trunk to 2.2, it should be 2.3.0 not 2.2.5
(or whatever).

Some of the other stuff would be the new savegame format and whatever else.

Last topic of this nature was pretty much everyone said it was OK to
make the current trunk 3.0.

Can we all, finally agree how to handle this?

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Re: [warzone2100-dev] Version scheme (again)

2009-09-27 Thread Zarel
On Sun, Sep 27, 2009 at 4:00 PM, bugs buggy buginato...@gmail.com wrote:
 For example, the net code.  As we all know, it is pretty different in
 trunk and branch, and it is much harder for us to maintain two
 versions of netcode.
 If we backport that from trunk to 2.2, it should be 2.3.0 not 2.2.5
 (or whatever).

 ...

 Last topic of this nature was pretty much everyone said it was OK to
 make the current trunk 3.0.

 Can we all, finally agree how to handle this?

I thought we'd already agreed that that was exactly how we were going
to handle it. o_O At least, that's what I mean when I say 2.3 and
3.0 on the forums nowadays.

-Zarel

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[warzone2100-dev] 2.2.3a for Macs?

2009-09-27 Thread bugs buggy
Nice of someone to notice that we were stripping the mac exe, so the
crash dumps are more or less useless.

I think the mac builds need to be redone ASAP, so we can have half-way
decent crash dumps from the mac people.

I do NOT think we should tag a 2.2.3a, just commit the xcode changes
to 2.2.3, and do another mac release from that, and make it known on
the frontpage /download page that it is updated.

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