[warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?

2010-07-27 Thread Guangcong Luo
Hey, guys.

Two fairly bad bugs kind of went into 2.3.2 and no one found them. :(

They are:
1. When a fully upgraded object takes burn damage, it's instantly
killed (underflow in damage calculation).
2. Starting a game in T2 or T3 mode doesn't work - the game just
starts in T1 mode.

I've fixed both of these in 2.3-branch. Should we release a fixed
build immediately?

-Zarel

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Re: [warzone2100-dev] Launchpad bugs

2010-07-27 Thread dak180
On Jul 27, 2010, at 3:01 AM, Per Inge Mathisen wrote:

 Hello list,
 
 I am seeing a lot of bug coming from launchpad to this list now. They
 are posted each with a unique email address (like
 500...@bugs.launchpad.net), that are rejected since they are not
 subscribers. How should we handle these? (The admin panel shows 40
 launchpad bug report emails awaiting approval from the last month or
 so.)
 
  - Per

I suggest connecting launchpad with trac, then all the tickets will be in trac 
and can be dealt with normally.

See https://help.launchpad.net/Bugs/TracPlugin and 
https://launchpad.net/trac-launchpad for details on how it could be set up

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http://dak180.users.sourceforge.net/



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[warzone2100-dev] [Warzone 2100 Trac] #2022: crash in host room while chatting

2010-07-27 Thread Warzone 2100 Trac
#2022: crash in host room while chatting
--+-
Reporter:  Terminator |Type:  bug  
  Status:  new|Priority:  major
   Milestone:  unspecified|   Component:  other
 Version:  2.3.2  |Keywords:   
Operating_system:  Microsoft Windows  |   Blockedby:   
Blocking: |  
--+-
 crash in host room while chatting

-- 
Ticket URL: http://developer.wz2100.net/ticket/2022
Warzone 2100 Trac http://developer.wz2100.net/
The Warzone 2100 Project
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[warzone2100-dev] [Warzone 2100 Trac] #2023: crash in host room while chatting

2010-07-27 Thread Warzone 2100 Trac
#2023: crash in host room while chatting
--+-
Reporter:  Terminator |Type:  bug  
  Status:  new|Priority:  major
   Milestone:  unspecified|   Component:  other
 Version:  2.3.2  |Keywords:   
Operating_system:  Microsoft Windows  |   Blockedby:   
Blocking: |  
--+-
 crash in host room while chatting

-- 
Ticket URL: http://developer.wz2100.net/ticket/2023
Warzone 2100 Trac http://developer.wz2100.net/
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[warzone2100-dev] [Warzone 2100 Trac] #2024: crash during game

2010-07-27 Thread Warzone 2100 Trac
#2024: crash during game
--+-
Reporter:  mp...@…|Type:  bug  
  Status:  new|Priority:  major
   Milestone:  2.3.2  |   Component:  other
 Version:  2.3.2  |Keywords:  crash
Operating_system:  Microsoft Windows  |   Blockedby:   
Blocking: |  
--+-
 System Windows XP SP3[[BR]]

 skirmish party[[BR]]

 map: 8 players WF-Arakis[[BR]]

 Warzone2100.RPT :[[BR]]

 {
 ---

 Error occured on Tuesday, July 27, 2010 at 10:31:09.

 Program: C:\Program Files\Jeux\Warzone 2100\warzone2100.exe(warzone2100)
 Command line: C:\Program Files\Jeux\Warzone 2100\warzone2100.exe
 Version: Version 2.3.2
 Distributor: wz2100.net
 Compiled on: Jul 25 2010 21:38:43
 Compiled by: GCC 4.2.1-sjlj (mingw32-2)
 Compiled mode: Release build
 Executed on: Tue Jul 27 09:41:05 2010

 Pointers: 32bit

 Compiled against PhysicsFS version: 1.0.1
 Running with PhysicsFS version: 1.0.1

 Misc Data:
 [09:41:06]OpenGL Vendor : NVIDIA Corporation
 [09:41:06]OpenGL Renderer : GeForce 8600 GT/PCI/SSE2
 [09:41:06]OpenGL Version : 3.2.0
 [09:41:06]OpenGL GLSL Version : 1.50 NVIDIA via Cg compiler
 [09:41:06]Video Mode 1680 x 1050 (32 bpp) (fullscreen)
 [09:41:06]OpenAL Vendor: Creative Labs Inc.
 [09:41:06]OpenAL Version: 1.1
 [09:41:06]OpenAL Renderer: Software
 [09:41:06]OpenAL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0
 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE
 AL_EXT_EXPONENT_DISTANCE
 [09:41:06]Using language: Langage du système
 [09:41:58]Current Level/map is Sk-WF-Arakis-T1


 C:\Program Files\Jeux\Warzone 2100\warzone2100.exe caused an Access
 Violation at location 0043fecf in module C:\Program Files\Jeux\Warzone
 2100\warzone2100.exe Reading from location 00b0.

 Log message: error   |10:21:56: [interpRunScript] Original event ID: 6 (of
 181)
 Log message: error   |10:21:56: [interpRunScript] Current event ID: 6 (of
 181)
 Log message: error   |10:21:56: [interpRunScript] Call depth : 0
 Log message: error   |10:21:56: [scrOutputCallTrace]  *** Script call
 trace: ***
 Log message: error   |10:21:56: [scrOutputCallTrace] 0: N/A (current
 event)
 Log message: error   |10:21:56: [interpRunScript] interpRunScript: error
 while executing a script
 Log message: error   |10:21:56: [interpRunScript] Assert in Warzone:
 ../../../../lib/script/interpreter.c:946 (!error while executing a
 script), last script event: 'N/A'
 Log message: error   |10:21:56: [eventFireTrigger] eventFireTrigger: event
 N/A: code failed
 Log message: error   |10:21:56: [eventFireTrigger] Assert in Warzone:
 ../../../../lib/script/event.c:1128 (0), last script event: 'N/A'
 Log message: error   |10:22:05: [interpRunScript] interpRunScript: could
 not do func
 Log message: error   |10:22:05: [interpRunScript] interpRunScript: ***
 ERROR EXIT *** (CurEvent=6)
 Log message: error   |10:22:05: [interpRunScript] Original event ID: 6 (of
 181)
 Log message: error   |10:22:05: [interpRunScript] Current event ID: 6 (of
 181)
 Log message: error   |10:22:05: [interpRunScript] Call depth : 0
 Log message: error   |10:22:05: [scrOutputCallTrace]  *** Script call
 trace: ***
 Log message: error   |10:22:05: [scrOutputCallTrace] 0: N/A (current
 event)
 Log message: error   |10:22:05: [interpRunScript] interpRunScript: error
 while executing a script
 Log message: error   |10:22:05: [interpRunScript] Assert in Warzone:
 ../../../../lib/script/interpreter.c:946 (!error while executing a
 script), last script event: 'N/A'
 Log message: error   |10:22:05: [eventFireTrigger] eventFireTrigger: event
 N/A: code failed
 Log message: error   |10:22:05: [eventFireTrigger] Assert in Warzone:
 ../../../../lib/script/event.c:1128 (0), last script event: 'N/A'

 Registers:
 eax=0059 ebx=006c ecx= edx=07e20020 esi=006d
 edi=00c8
 eip=0043fecf esp=0022f8e0 ebp=0022f938 iopl=0 nv up ei pl zr na po
 nc
 cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=
 efl=00210246

 Call stack:
 0043FECF  C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:0043FECF
 droidStartBuild
 
/home/cybersphinx/tmp/warzone2100-2.3.2/win32/build/src/../../../src/droid.c:1133
 00406307  C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:00406307
 actionUpdateDroid
 
/home/cybersphinx/tmp/warzone2100-2.3.2/win32/build/src/../../../src/action.c:1922
 00440F98  C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:00440F98
 droidUpdate
 
/home/cybersphinx/tmp/warzone2100-2.3.2/win32/build/src/../../../src/droid.c:850
 0048EED6  C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:0048EED6
 gameLoop
 /home/cybersphinx/tmp/warzone2100-2.3.2/win32/build/src/../../../src/loop.c:305
 00491A67  C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:00491A67
 SDL_main
 

[warzone2100-dev] [Warzone 2100 Trac] #2026: crash in host room while chatting

2010-07-27 Thread Warzone 2100 Trac
#2026: crash in host room while chatting
--+-
Reporter:  Terminator |Type:  bug  
  Status:  new|Priority:  major
   Milestone:  unspecified|   Component:  other
 Version:  2.3.2  |Keywords:   
Operating_system:  Microsoft Windows  |   Blockedby:   
Blocking: |  
--+-
 crash in host room while chatting map 8c-ArcticVolcano

-- 
Ticket URL: http://developer.wz2100.net/ticket/2026
Warzone 2100 Trac http://developer.wz2100.net/
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Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?

2010-07-27 Thread Per Inge Mathisen
Let's keep our cool for a bit and see if more bloopers surface before
we rush to re-release anything.

Then we can push out 2.3.3 next weekend, hopefully this time with some
actual testing done. Although I cannot promise anything in that
department -- Starcraft 2 just came out.

  - Per

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Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?

2010-07-27 Thread Per Inge Mathisen
On Tue, Jul 27, 2010 at 3:22 PM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
 next weekend

I mean this weekend.

  - Per

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[warzone2100-dev] [Warzone 2100 Trac] #2027: Pathfinding around obstacles not working - Trunk

2010-07-27 Thread Warzone 2100 Trac
#2027: Pathfinding around obstacles not working - Trunk
---+
Reporter:  j0shdrunk0nwar  |Type:  bug
  Status:  new |Priority:  major  
   Milestone:  unspecified |   Component:  other  
 Version:  svn/trunk   |Keywords:  pathfinding
Operating_system:  GNU/Linux   |   Blockedby: 
Blocking:  |  
---+
 Units end up stuck at Hardpoints/Bunkers/Walls, any obstacle that is in
 the way of their path. They even get stuck at a cliff if it comes between
 starting point A and destination point B.

 Hmmm.. If my description still isn't clear, well, they should go around
 obstacles that come in the way, not bump into them and remain wedged
 there.


 Warzone 2100 - Version TRUNK r11305 - Built Jul 27 2010 - DEBUG

-- 
Ticket URL: http://developer.wz2100.net/ticket/2027
Warzone 2100 Trac http://developer.wz2100.net/
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Re: [warzone2100-dev] Our next release plan?

2010-07-27 Thread Kreuvf
Guangcong Luo wrote:
 Most of the other problems with power flow I've been talking about the
 past few days are fairly minor in comparison. I could probably get
 used to them. But the one reason I listed above? That's not something
 I could get used to, since I'd never be able to do the mental
 calculations of, if I click on any given research/manufacture item,
 whether or not I'd be above zero power when it completes.
You are playing online regularly and haven't yet developed a feeling for the
power stuff? I've been playing only some 2.3 games and I was able to manage my
energy quite well actually. But perhaps, that was not competitive enough.

I don't see a need for changing the power system.

Regards,
- Kreuvf



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Re: [warzone2100-dev] Our next release plan?

2010-07-27 Thread Per Inge Mathisen
On Mon, Jul 26, 2010 at 9:37 PM, Guangcong Luo za...@wz2100.net wrote:
 You'll notice on the forums quite a few people disagreed with the trunk power
 system.

I saw only quite a few people saw no reason to change anything, none
of whom said they had actually tested trunk. That is only the to be
expected level of conservatism in a game this old.

 As far as _I_ can tell, you are the only person who is making a big
 fuss about staying away from the 2.3 power system. Well, you and JDW
 on the forums.

The thing I am make a big fuss about is a large change without
adequate reason and what I see as spurious arguments. Note that I was
also initially sceptical of the new power flow system, but Gerard
managed to convince me that it was a good idea.

 I think that is a strange cop-out, since all of your arguments against
 the trunk power system apply equally to the 2.3 power system.

 My largest objection to the trunk power system:

 - I never know how much power I have, or whether or not I have enough
 power to do something, since the rate at which it increases/decreases
 changes several times a minute.

 This is why I don't want to use it in competitive multiplayer
 specifically: It's much more important there to know exactly how much
 power I have.

 Direct-debit-power-queue and 2.3 are identical as long as no more than
 one thing is on the queue at a time.

See, I do not buy this argument at all. You said yourself that all
power systems are essentially identical if you are only producing one
thing at a time, and this is true. Hence the claim that 2.3 and direct
debit is identical in this case is irrelevant. The only interesting
case is the real case -- when you are producing multiple items at
once. Here 2.3 and trunk are very similar, and can both be confusing
to someone used to thinking in direct debit terms. The case where they
differ the most is when multiple items are produced, and expenses are
bigger than income. Here 2.3 and trunk are identical, while direct
debit is very different. Most of your arguments have been about this
last case. That is why now turning about and wanting a return to 2.3's
power system makes no sense to me.

  - Per

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[warzone2100-dev] ticket #2009 - Request for thoughts/feedback

2010-07-27 Thread Safety0ff

Hey all,
I made some patches to fix the CFURLRef leaks under Mac and I'd like to 
know which solution you want used.
My first patch (dir.diff) adds a function and moves some code in a new 
.h/.c file pair (makes main.c a little tidier).


The added function removes duplicate code and accompanying conditional 
inclusions e.g.
h//ttp://developer.wz2100.net/changeset/10316/branches/2.3/lib/framework/i18n.c 
(r9835 for trunk)

http://developer.wz2100.net/changeset/11230/trunk/lib/ivis_opengl/textdraw.c
(Plus the origin of the above code in main.c)

In the ticket I've also added the fix only versions (cfrelease.diff 
and  23leaks.diff).


As you can see every time something changes with that code, it has to be 
changed in three different places.


Other notes:
- There are some build systems I cannot update (Mac, MSVC, etc.)
- The copyright is missing a 2100

Anyways, let me know what you want (or commit it yourself.)
Regards,
-Safety0ff
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Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?

2010-07-27 Thread Guangcong Luo
On Tue, Jul 27, 2010 at 7:36 AM, Christian Ohm chr@gmx.net wrote:
 On Tuesday, 27 July 2010 at  3:20, Guangcong Luo wrote:
 2. Starting a game in T2 or T3 mode doesn't work - the game just
 starts in T1 mode.

 r11305 breaks loading maps in T1.

To be fair, it only breaks loading maps in T1 for some maps, and Rush,
the map I usually test with, worked just fine. Anyway, I've fixed that
too, now.

-Zarel

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Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?

2010-07-27 Thread Stephen Swaney
On Tue, Jul 27, 2010 at 02:51:44PM -0500, Guangcong Luo wrote:
 
 To be fair, it only breaks loading maps in T1 for some maps, and Rush,
 the map I usually test with, worked just fine. Anyway, I've fixed that
 too, now.

Just one more example of why programmers are the worst people to test their
own code.

And why I tested it! is a terrible reason to allow anyone to add 
brand new code to a release at the last minute.

-- 
Stephen Swaney  
sswa...@centurytel.net


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Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?

2010-07-27 Thread Guangcong Luo
On Tue, Jul 27, 2010 at 3:23 PM, Stephen Swaney sswa...@centurytel.net wrote:
 Just one more example of why programmers are the worst people to test their
 own code.

Erm, well, that's true, but what's your point?

-Zarel

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[warzone2100-dev] [Warzone 2100 Trac] #2029: Crash in multisync.c:218, pickADroid()

2010-07-27 Thread Warzone 2100 Trac
#2029: Crash in multisync.c:218, pickADroid()
-+--
Reporter:  Fastdeath |Type:  bug   
  Status:  new   |Priority:  major 
   Milestone:  unspecified   |   Component:  Engine: Networking
 Version:  unspecified   |Keywords:
Operating_system:  All/Non-Specific  |   Blockedby:
Blocking:|  
-+--
 Was 8 Player Multiplayer game on
 SK-Wintersquared-T1
 With 3 Players and 5 AI's

-- 
Ticket URL: http://developer.wz2100.net/ticket/2029
Warzone 2100 Trac http://developer.wz2100.net/
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Re: [warzone2100-dev] 2.3.2a (or whatever) timeout period for sockets

2010-07-27 Thread Guangcong Luo
On Tue, Jul 27, 2010 at 10:41 PM, buginator buginato...@gmail.com wrote:
 Currently, we wait 2500ms for some sockets, and wait forever for other
 sockets (which you may have noticed when the game froze on you), so
 the question is, for reading the sockets, do we wait 2500ms as well,
 or make it more or less ?

 Remember, the higher the value, the longer the game waits for a response.
 The lower the value, then the higher chance of people getting kicked /
 dropped because of a lack of a response.

Can't we just thread them, so we can wait as long as we want without freezing?

-Zarel

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Re: [warzone2100-dev] 2.3.2a (or whatever) timeout period for sockets

2010-07-27 Thread buginator
On 7/27/10, Guangcong Luo  wrote:
 On Tue, Jul 27, 2010 at 10:41 PM, buginator  wrote:
   Currently, we wait 2500ms for some sockets, and wait forever for other
   sockets (which you may have noticed when the game froze on you), so
   the question is, for reading the sockets, do we wait 2500ms as well,
   or make it more or less ?
  
   Remember, the higher the value, the longer the game waits for a response.
   The lower the value, then the higher chance of people getting kicked /
   dropped because of a lack of a response.


 Can't we just thread them, so we can wait as long as we want without freezing?


Not for 2.3.x 
That would require tons more work / testing.

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Re: [warzone2100-dev] 2.3.2a (or whatever) timeout period for sockets

2010-07-27 Thread Guangcong Luo
On Tue, Jul 27, 2010 at 10:46 PM, buginator buginato...@gmail.com wrote:
 Not for 2.3.x 
 That would require tons more work / testing.

Okay, then. 2.5 seconds seems fine.

-Zarel

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