Re: [warzone2100-dev] A quick question about the project.
On Tue, Sep 28, 2010 at 5:25 AM, buginator buginato...@gmail.com wrote: On 9/27/10, buginator wrote: It was said that it would be a good idea to get a CVE. http://cve.mitre.org/cve/obtain_id.html Anyone care to chime in on this one way or the other ? Since I was just a tad bit too terse... the reason for this is: So we can have some co-ordination with the security team of all the distros who are distributing wz. See their FAQ entry: http://cve.mitre.org/about/faqs.html#a4 I am confused. You have a security issue you are going to need to go public with? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] (Need response ASAP!) The new branch and what we all need to decide on, and some comments about git.
On Tue, Sep 28, 2010 at 4:58 AM, buginator buginato...@gmail.com wrote: Having said that, gitorious was *VERY* slow (35-40K/sec) when I did the initial clone It has been slow for me as well in recent days. Hopefully this is a temporary problem. I kind of assume so, because they host things like Qt there, and I cannot imagine they will put up with slowness for long. 1)Should we just use the temp branch I already created on gitorious, knowing what I said above about the issues involved or should I create my own repo on gitorious(or github) and we can pull from that when the time comes to make the final 3.0 branch ? You know best. (Yes, I know, very helpful.) 2) Which terrain textures should we use, or what combination of textures should we use ? I believe Zarel intends to merge the two sets? 3) Should we use the original models or the original models with TCmask enabled ? We do not have simply original models with TCmask enabled anywhere. The one ticket I saw that claimed to have this turned out to be 1) containing other stuff as well, and 2) had several issues that were never resolved. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] The new branch and what we all need to decide on (tcmask textures)
On 10-09-28 03:52 AM, Per Inge Mathisen wrote: We do not have simply original models with TCmask enabled anywhere. The one ticket I saw that claimed to have this turned out to be 1) containing other stuff as well, and 2) had several issues that were never resolved. (The ticket no. in question is: http://developer.wz2100.net/ticket/1757 ) The issues that were noticed in the screenshot you posted were fixed within a day. In the revised changes, the derrick changes are reverted. It looks like the only .pie that has any modifications is blhq.pie (some flags were added to polygons which will need to be removed before committing). Also, the power gen's texture was rectified as well. The tcmask flag is set on the power gen pie which is useless as there isn't any tcmask applied to its texture (not a big deal either). -Safety0ff ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] (Need response ASAP!) The new branch and what we all need to decide on, and some comments about git.
On Mon, Sep 27, 2010 at 9:58 PM, buginator buginato...@gmail.com wrote: 2) Which terrain textures should we use, or what combination of textures should we use ? I'd prefer to deal with this myself at a later date, but if it's urgent we act on this now, I think the best solution would be to use Gerard's textures for water, and Mangust's textures for everything else. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #2199: Italian Translation
#2199: Italian Translation -+-- Reporter: Alpha93 | Type: patch (an actual patch, not a request for one) Status: new | Priority: major Milestone: 2.3.x |Component: Data: Translation Version: 2.3.5 | Keywords: Italian Translation Operating System: All/Non-Specific | Blocked By: Blocking:| -+-- Italian translation update to 2.3.5. it.po file attached -- Ticket URL: http://developer.wz2100.net/ticket/2199 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] The new branch and what we all need to decide on
On 10-09-28 12:38 PM, dak180 wrote: if we can it would be good to start getting some of the ArtRev models in game. I think that's a whole other can of worms, I'm not sure it's a good time to go there. Regards, -Safety0ff ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] A quick question about the project.
On 9/28/10, Per Inge Mathisen wrote: On Tue, Sep 28, 2010 at 5:25 AM, buginator wrote: On 9/27/10, buginator wrote: It was said that it would be a good idea to get a CVE. http://cve.mitre.org/cve/obtain_id.html Anyone care to chime in on this one way or the other ? Since I was just a tad bit too terse... the reason for this is: So we can have some co-ordination with the security team of all the distros who are distributing wz. See their FAQ entry: http://cve.mitre.org/about/faqs.html#a4 I am confused. You have a security issue you are going to need to go public with? It would be for the buffer overflow issues that we fixed, though we didn't do this in the past, it is just a 'nicer'(?) way to handle these type of things. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev