[warzone2100-dev] [Warzone 2100 Trac] #1702: Games are crashing because of forgotten mods in autoload

2010-03-21 Thread Warzone 2100 Trac
#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
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[warzone2100-dev] [Warzone 2100 Trac] #1703: Project is unfriendly to wireless users

2010-03-21 Thread Warzone 2100 Trac
#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/
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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10395] trunk/src/map.c

2010-03-21 Thread Per Inge Mathisen
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

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN:warzone2100:[10395] trunk/src/map.c

2010-03-21 Thread i-NoD
 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 


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