[warzone2100-dev] [Warzone 2100 Trac] #1790: Italian Translation Update
#1790: Italian Translation Update -+-- Reporter: Alpha93 |Type: patch Status: new |Priority: major Milestone: 2.3 | Component: Data: Translation Version: 2.3 RC 1a |Keywords: Operating_system: All/Non-Specific | Blockedby: Blocking:| -+-- Italian Translation updated. -- Ticket URL: http://developer.wz2100.net/ticket/1790 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] getting user art in the game
Looking at the forums, I see we are getting some nice user art for WZ. This one, to choose just one example, has a nice sense of swarming menace and the look of an old sci-fi magazine cover http://forums.wz2100.net/viewtopic.php?f=10t=4006start=30#p53370 It would be good to get some of this art into the game, both because it simply looks cool and to increase a sense of community involvement in the project. Over in Blender land, everytime they do a new release, they have a contest to choose the new splash screen (the screen Blender displays briefly as it starts up). Three judges are appointed who then choose among the user submissions. It is quite a popular event. An idea worth stealing? -- Stephen Swaney sswa...@centurytel.net ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] getting user art in the game
On Tue, Apr 20, 2010 at 11:36 PM, Stephen Swaney sswa...@centurytel.net wrote: An idea worth stealing? Indeed. Note that such images should not have the logo written into the image itself, as we draw it over the image anyway. Nor we need to pretend Pumpkin Studios has anything to do with this game anymore. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #1791: Framework to put random strings into the po files for translation
#1791: Framework to put random strings into the po files for translation -+-- Reporter: cybersphinx | Owner: Type: patch| Status: new Priority: major| Milestone: unspecified Component: other|Version: unspecified Keywords: | Operating_system: All/Non-Specific Blockedby: | Blocking: -+-- With my masterful Python skills, I've hacked together two scripts, pull- strings.py and push-strings.py, that extract strings out of files that are not using gettext, and put the translations back into them (warzone2100.desktop for this example), plus a bit of Makefile glue that runs pull-strings if necessary for update-po (push-strings is slow). pull-strings writes the strings into po/strings.txt, which is then fed to gettext, so they get included in the po files. push-strings reads the po files, and writes translation back where they should be. For the .desktop file, this currently results in a completely unsorted file with lowercase identifiers, no idea if that matters (example attached). This could also be enhanced to include the files needed for Mac and Windows installer. -- Ticket URL: http://developer.wz2100.net/ticket/1791 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] getting user art in the game
On Tue, Apr 20, 2010 at 11:40:42PM +0200, Per Inge Mathisen wrote: On Tue, Apr 20, 2010 at 11:36 PM, Stephen Swaney sswa...@centurytel.net wrote: An idea worth stealing? Indeed. Note that such images should not have the logo written into the image itself, as we draw it over the image anyway. Nor we need to pretend Pumpkin Studios has anything to do with this game anymore. For the Blender splash screen, they supply a template file in .xcf or .psd format so there is no question about image size. For branding, one layer has a logo and text for the release in the appropriate font. And yes, despite repeated threats and warnings, some great images get rejected for not using the template. For our purposes, all we need is a .png of the appropriate size? Cybersphinx said something on the forums: To be a bit more specific: It's a 4:3 image scaled to 1024x1024 (the game will stretch it to 4:3 again). -- Stephen Swaney sswa...@centurytel.net ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] getting user art in the game
On 4/20/10, Per Inge Mathisen wrote: On Tue, Apr 20, 2010 at 11:36 PM, Stephen Swaney wrote: An idea worth stealing? Indeed. Note that such images should not have the logo written into the image itself, as we draw it over the image anyway. Nor we need to pretend Pumpkin Studios has anything to do with this game anymore. While they don't have anything to do with the game anymore, I see it as more of a token gesture of thanks for getting the source out in the first place. The current credits.png needed to be redone, to correct the incorrect information in it. I also like those images as well. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] getting user art in the game
On Tue, Apr 20, 2010 at 6:00 PM, buginator buginato...@gmail.com wrote: While they don't have anything to do with the game anymore, I see it as more of a token gesture of thanks for getting the source out in the first place. As I've mentioned several times, there are ways of gesturing thanks that don't mislead users into thinking Pumpkin Studios made 2.3 (and since they're defunct, Warzone must be a dead game). I mean, there is something wrong if Pumpkin Studios gets more attention than Warzone 2100 Project. I think the least misleading would be to put Based on the game by Pumpkin Studios in the fine print. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] getting user art in the game
On 4/20/10, Guangcong Luo wrote: As I've mentioned several times, there are ways of gesturing thanks that don't mislead users into thinking Pumpkin Studios made 2.3 (and since they're defunct, Warzone must be a dead game). I mean, there is something wrong if Pumpkin Studios gets more attention than Warzone 2100 Project. I think the least misleading would be to put Based on the game by Pumpkin Studios in the fine print. Hmm... ok, that works for me. Save the pumpkin :P Resize it to 20 pixels ;) ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #1792: Disabling LasSat has no effect
#1792: Disabling LasSat has no effect -+-- Reporter: Rider |Type: bug Status: new |Priority: major Milestone: unspecified | Component: Engine: other Version: 2.3 RC 1a |Keywords: Laser Sattelite, Limit, Structure Operating_system: All/Non-Specific | Blockedby: Blocking:| -+-- When the LasSat structure is disabled in a multiplayer/skirmish game it can still be built once researched. -- Ticket URL: http://developer.wz2100.net/ticket/1792 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] #1793: Map preview does not always work on clients
#1793: Map preview does not always work on clients --+- Reporter: Rider |Type: bug Status: new|Priority: major Milestone: unspecified| Component: Engine: GUI Version: 2.3 RC 1a |Keywords: Map, Preview, Multiplayer Operating_system: Microsoft Windows | Blockedby: Blocking: | --+- On some machines/installations when the user joins another's game, the map preview is black. Player positions are shown, but the map itself is not visible. Tested on windows. Earlier versions of Warzone2100 did not appear to share this issue. -- Ticket URL: http://developer.wz2100.net/ticket/1793 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] #1794: Audio Partially Fails and Performance Drops in OS X 10.4.11
#1794: Audio Partially Fails and Performance Drops in OS X 10.4.11 +--- Reporter: holst...@… |Type: bug Status: new |Priority: major Milestone: unspecified | Component: Engine: Sound Version: 2.3 RC 1a|Keywords: Vorbis OS X Sound Audio Mac PowerPC G4 Operating_system: Mac OS | Blockedby: Blocking: | +--- The game runs great for a while, then audio starts to drop sounds. Mostly combat, though building and movement noises also stop. After a while, the framerate drops as well. This seems very similar to [http://developer.wz2100.net/ticket/960 Ticket 960]. However, there is no crash; the game keeps going, but the frame rate drops quite a bit. The logging system does not provide much information as to what triggers this behavior. From my experimenting: If you wish to avoid silence, don't attack anyone... avoid doing anything. I have tried fiddling with the audio settings (disabling music and voices) but this hasn't helped. If a mac savy developer is interested, I have included Shark Traces from before and after the audio hang up. These were collected on a dual 1 ghz G4, 1.5 gigs ram, Radeon 9800, OS X 10.4.11, and lots of dog hair inside. I add this because there is no mention of this on the Intel OS X side. The most remarkable aspect of the traces is that Vorbis threads become much more important in the hung state (Warzone23aAudioFreakout.mshark) versus the happy state (NormalWZ2.3a.mshark), where rendering is much more important. Thanks for your time! -- Ticket URL: http://developer.wz2100.net/ticket/1794 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