[warzone2100-dev] [Warzone 2100 Trac] #1702: Games are crashing because of forgotten mods in autoload
#1702: Games are crashing because of forgotten mods in autoload -+-- Reporter: Flank4|Type: bug Status: new |Priority: critical Milestone: 2.3 | Component: other Version: svn/2.3 |Keywords: Operating_system: All/Non-Specific | Blockedby: Blocking:| -+-- Was playing a rather long game with dydo-ai, saved it, then loaded another old game I had and it crashed. The issue is, the old game was using a different AI, the normal AI and not dydo-ai so it crashed. There is no way a user knows what mods are loaded when they select load. The game isn't smart enough to load the same AI that the game was saved under. It looks like autoload is very bug prone and a last minute addition that isn't worth the issues it can cause. -- Ticket URL: http://developer.wz2100.net/ticket/1702 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #1703: Project is unfriendly to wireless users
#1703: Project is unfriendly to wireless users -+-- Reporter: Flank4|Type: bug Status: new |Priority: critical Milestone: unspecified | Component: Data: Art Version: unspecified |Keywords: Operating_system: All/Non-Specific | Blockedby: Blocking:| -+-- What is the rational by crushing the pngs? You are saving a trivial amount of space, but causing people to waste bandwidth to re-download the pngs again negating any perceived savings. You also have people on the project saying don't do it in commit messages. {{{ Semi-transparent production points. Closes #1700. Updated graphics utilizes 8-bit alpha channel, please don't crush it accidentally. }}} I have a wireless connection, and it is really a waste of $ for these type of changes. Your ML shows that people don't want this done so why keep doing it? {{{ http://www.mail-archive.com/warzone-dev@gna.org/msg06911.html On 1/7/10, Per Inge Mathisen per.xxx...@xx.com wrote: On Thu, Jan 7, 2010 at 4:01 AM, dak...@xx.xx.net wrote: PNG optimization, also known as 'Crush them all!'. Again? Did you measure any significant savings from doing this? It is kinda annoying to have to download every image anew for every working copy, you know. This is highly annoying, in the future, if anyone has any big changes that involved lots of files, please, please post to the list first, and ask if it is OK. }}} I know this isn't a bug, but it looks like dak don't read the ML, so perhaps he will read this instead. -- Ticket URL: http://developer.wz2100.net/ticket/1703 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10395] trunk/src/map.c
On Sun, Mar 21, 2010 at 6:24 PM, i-...@users.sourceforge.net wrote: Include leftmost and topmost tiles into ground type calculation (#332 and #743). Hint: If you write fixes ticket:332 then it will auto-close that ticket for you and include a reference in the ticket to this commit. Very handy for generating traceability. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN:warzone2100:[10395] trunk/src/map.c
Hint: If you write fixes ticket:332 then it will auto-close that ticket for you and include a reference in the ticket to this commit. Very handy for generating traceability. - Per Hint: I'm aware of this Per, but thanks anyway. Those tickets are duplicates for 2.X, not for trunk and my 'fix' corrects issue only for trunk. I think, in fact, that second ticket should be closed as duplicate, with additional message about my trunk commit in the first message. Original problem still exists... i-NoD ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev