Re: [warzone2100-dev] The dirt trail to 3.1

2012-01-23 Thread Safety0ff
On 23/01/12 09:04 PM, buginator wrote:
 On Fri, Jan 20, 2012 at 12:49 PM, Christian Ohm chr...@gmx.net wrote:
 Anything else that needs to be done? Are Safety0ff's buffer swap and
 vexed's lobby patches final?
 The lobby patch works as intended, but, the backend infrastructure
 needs to be fixed.
 The last time I tried Safety0ff's patch, it did fix the issues I saw/had.
No it is not final, I meant to have vexed test the older patch in the
ticket (because I do not remember if that one fixed everything as well.)
I intended to remove the pie_UniTransBoxFill - pie_BoxFill change in
that older patch.

Regards,
-Safety0ff
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Re: [warzone2100-dev] #2815: Qt's swapinterval method for x11 is no suitable for warzone

2011-07-13 Thread Safety0ff
Hi all,
I've added a patch that allows QtGame to control the swap interval on
all platforms to this ticket, could everyone one review  test it please?

-Safety0ff

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Re: [warzone2100-dev] Reorganization of maps

2011-07-11 Thread Safety0ff
On 11/07/11 09:52 PM, Per Inge Mathisen wrote:
 2) Maps are moved to data/maps/ which contains map name.ini and
 either a map name.zip OR a map name/ directory for each map
What is the rationale for putting a map name.ini outside of the map
name.zip or map name/ directory?

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[warzone2100-dev] Raycasting algorithm

2011-07-08 Thread Safety0ff
I was looking in raycast.cpp on other business and I noticed that the
callback could potentially be called twice for one tile, or not at all,
depending on how the ray crosses the tile.

So I'm wondering whether anyone has noticed this before and if there are
opinions about changing/fixing this.

Regards,
-Safety0ff

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[warzone2100-dev] X axis rotation direction

2011-06-19 Thread Safety0ff
Hi all,
I've been working with the coordinates in warzone and I've noticed that
the following:
- It can though of as a right handed coordinate system where the axes
observed from an observer aligned with the positive Z axis the X axis
would represent left and the Y axis would represent up.
- The rotations are such that a positive direction (aka heading, aka
yaw) and roll result in anticlockwise rotations about the Y and Z axes
respectively.
- A positive pitch rotation results in a clockwise rotation about the
X axis.

My question is: do you think it would be better to change it so that a
positive pitch results in an anticlockwise rotation so that rotations
are consistent ?

Basically I see two ways of proceeding, either change the existing code
so that assumes anticlockwise X axis rotations, or improve / fix any
documentation about the rotations.

Having all the rotations anticlockwise would mean that they wouldn't
require negation in the rendering code.

Thanks,
-Safety0ff

P.S. Please also confirm that the above is correct.

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[warzone2100-dev] [Bug 741888] Re: WarZone2100 crashes during the startup

2011-06-02 Thread Safety0ff
commits: b7cb308f30590bbd1508b9a15e2e8dd3d1d769ab, 
2d4d2d807d98fd9cd3b49891faf0b34976330915
Fix this and they are present in versions 2.3.6 and later.

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Title:
  WarZone2100 crashes during the startup

Status in “warzone2100” package in Ubuntu:
  Incomplete

Bug description:
  Binary package hint: warzone2100

  $ warzone2100 
  Could not attach to process.  If your uid matches the uid of the target
  process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try
  again as the root user.  For more details, see /etc/sysctl.d/10-ptrace.conf
  ptrace: Operation not permitted.
  /home/volodya/16579: No such file or directory.
  No stack.
  No registers.
  No frame selected.
  The program has no registers now.
  Saved dump file to '/tmp/warzone2100.gdmp-LSE1Nr'
  If you create a bugreport regarding this crash, please include this file.
  Segmentation fault

  
  $ apt-cache showpkg tremulous warzone2100
  Package: warzone2100
  Versions: 
  2.3.4-1 
(/var/lib/apt/lists/ubuntu.tiscali.nl_dists_maverick_universe_binary-i386_Packages)
 (/var/lib/dpkg/status)
   Description Language: 
   File: 
/var/lib/apt/lists/ubuntu.tiscali.nl_dists_maverick_universe_binary-i386_Packages
MD5: ee73db23fc6dca6f64a0d1c5fe0e9235

  
  Reverse Depends: 
warzone2100-music,warzone2100
warzone2100-dbg,warzone2100 2.3.4-1
warzone2100-data,warzone2100
  Dependencies: 
  2.3.4-1 - libc6 (2 2.8) libgcc1 (2 1:4.1.1) libgl1-mesa-glx (16 (null)) 
libgl1 (0 (null)) libglc0 (2 0.7.1) libglee0d1 (0 (null)) libglu1-mesa (16 
(null)) libglu1 (0 (null)) libogg0 (2 1.0rc3) libopenal1 (0 (null)) libphysfs1 
(2 1.1.1) libpng12-0 (2 1.2.13-4) libpopt0 (2 1.16) libsdl1.2debian (2 
1.2.10-1) libstdc++6 (2 4.2.1) libtheora0 (2 1.0~beta1) libvorbis0a (2 1.1.2) 
libvorbisfile3 (2 1.1.2) libx11-6 (0 (null)) warzone2100-data (2 2.3.4) 
warzone2100-data (1 2.3.4-1) warzone2100-music (2 2.3.4) warzone2100-music (1 
2.3.4-1) 
  Provides: 
  2.3.4-1 - 
  Reverse Provides: 
  Package: tremulous
  Versions: 
  1.1.0-5 
(/var/lib/apt/lists/ubuntu.tiscali.nl_dists_maverick_multiverse_binary-i386_Packages)
 (/var/lib/dpkg/status)
   Description Language: 
   File: 
/var/lib/apt/lists/ubuntu.tiscali.nl_dists_maverick_multiverse_binary-i386_Packages
MD5: 84dae4b1a45bdd04509391194955191e

  
  Reverse Depends: 
tremulous-server,tremulous
tremulous-doc,tremulous
tremulous-data,tremulous
  Dependencies: 
  1.1.0-5 - libc6 (2 2.11) libopenal1 (0 (null)) libsdl1.2debian (2 1.2.10-1) 
tremulous-data (2 1.1.0-1) tremulous-doc (0 (null)) tremulous-server (0 (null)) 
  Provides: 
  1.1.0-5 - 
  Reverse Provides:

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[warzone2100-dev] [Bug 741888] Re: WarZone2100 crashes during the startup

2011-06-02 Thread Safety0ff
I meant those fix the ptrace/security issue.

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Title:
  WarZone2100 crashes during the startup

Status in “warzone2100” package in Ubuntu:
  Incomplete

Bug description:
  Binary package hint: warzone2100

  $ warzone2100 
  Could not attach to process.  If your uid matches the uid of the target
  process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try
  again as the root user.  For more details, see /etc/sysctl.d/10-ptrace.conf
  ptrace: Operation not permitted.
  /home/volodya/16579: No such file or directory.
  No stack.
  No registers.
  No frame selected.
  The program has no registers now.
  Saved dump file to '/tmp/warzone2100.gdmp-LSE1Nr'
  If you create a bugreport regarding this crash, please include this file.
  Segmentation fault

  
  $ apt-cache showpkg tremulous warzone2100
  Package: warzone2100
  Versions: 
  2.3.4-1 
(/var/lib/apt/lists/ubuntu.tiscali.nl_dists_maverick_universe_binary-i386_Packages)
 (/var/lib/dpkg/status)
   Description Language: 
   File: 
/var/lib/apt/lists/ubuntu.tiscali.nl_dists_maverick_universe_binary-i386_Packages
MD5: ee73db23fc6dca6f64a0d1c5fe0e9235

  
  Reverse Depends: 
warzone2100-music,warzone2100
warzone2100-dbg,warzone2100 2.3.4-1
warzone2100-data,warzone2100
  Dependencies: 
  2.3.4-1 - libc6 (2 2.8) libgcc1 (2 1:4.1.1) libgl1-mesa-glx (16 (null)) 
libgl1 (0 (null)) libglc0 (2 0.7.1) libglee0d1 (0 (null)) libglu1-mesa (16 
(null)) libglu1 (0 (null)) libogg0 (2 1.0rc3) libopenal1 (0 (null)) libphysfs1 
(2 1.1.1) libpng12-0 (2 1.2.13-4) libpopt0 (2 1.16) libsdl1.2debian (2 
1.2.10-1) libstdc++6 (2 4.2.1) libtheora0 (2 1.0~beta1) libvorbis0a (2 1.1.2) 
libvorbisfile3 (2 1.1.2) libx11-6 (0 (null)) warzone2100-data (2 2.3.4) 
warzone2100-data (1 2.3.4-1) warzone2100-music (2 2.3.4) warzone2100-music (1 
2.3.4-1) 
  Provides: 
  2.3.4-1 - 
  Reverse Provides: 
  Package: tremulous
  Versions: 
  1.1.0-5 
(/var/lib/apt/lists/ubuntu.tiscali.nl_dists_maverick_multiverse_binary-i386_Packages)
 (/var/lib/dpkg/status)
   Description Language: 
   File: 
/var/lib/apt/lists/ubuntu.tiscali.nl_dists_maverick_multiverse_binary-i386_Packages
MD5: 84dae4b1a45bdd04509391194955191e

  
  Reverse Depends: 
tremulous-server,tremulous
tremulous-doc,tremulous
tremulous-data,tremulous
  Dependencies: 
  1.1.0-5 - libc6 (2 2.11) libopenal1 (0 (null)) libsdl1.2debian (2 1.2.10-1) 
tremulous-data (2 1.1.0-1) tremulous-doc (0 (null)) tremulous-server (0 (null)) 
  Provides: 
  1.1.0-5 - 
  Reverse Provides:

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[warzone2100-dev] Concurrency documentation rule

2011-05-28 Thread Safety0ff
The documentation for the concurrent code in warzone is severely lacking
documentation (just like the rest of the code).

I just don't think it is acceptable for nuances of concurrent
programming to go undocumented, so I propose a new rule going forward:
Detailed documentation for all concurrent code must be created, no
exceptions.

By detailed documentation, I mean something like a sequence diagram in
the wiki, a large comment block explaining the flow/ sequence of events,
etc.

The minimum that should be explained (imo): thread lifetimes,
synchronization, message passing.

Thoughts?

I'll help out with this once my schedule clears up (i.e. I'm not just
trying to make work for others).

-Safety0ff

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Re: [warzone2100-dev] adding a linear algebra library

2011-05-19 Thread Safety0ff
On 19/05/11 05:41 AM, Per Inge Mathisen wrote:

 I am, but I think we should use the recently released Eigen 3, which
 is still not much supported on linux distros. Not sure if that means
 we should inline it in our own distribution for a while. By the time
 master is stable for release, Eigen 3 is probably everywhere, and we
 can drop our own copy of it.

   - Per
That is exactly what I was thinking.

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Re: [warzone2100-dev] adding a linear algebra library

2011-05-17 Thread Safety0ff
Is everyone still on board with this?

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[warzone2100-dev] Patch review request (#2667)

2011-04-29 Thread Safety0ff
Hi all,
could you please review/test the patch in #2667?
http://developer.wz2100.net/ticket/2667

It includes a few extra changes, but you know how it is when you're
going through the code.

It includes this patch:
http://developer.wz2100.net/attachment/ticket/2515/mouseJustFix.patch
And fixes #308.

Feel free to commit if you feel it is ready.

Thanks,
-Safety0ff

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Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Safety0ff
On 24/04/11 08:04 AM, Per Inge Mathisen wrote:
  * We need a way for users to convert old maps to the new format. I
 will write a command-line app to do it, and Fastdeath has offered to
 set up a php service for it, using that app.
  * Once a new map format is ready, we can start experimenting with a
 new map renderer. Of course, these things go together, so I assume
 that the new map format will have a few revisions before it is
 stabilized.
  * The new map renderer should use shaders, but not require as much
 hardware as the current. Consider this statement ironical? Only if you
 have made a habit out of thinking that poor drivers mean weak
 hardware. But lots of recent weak/cheap hardware now have quite decent
 OpenGL ES 2 drivers. The new map renderer needs to be fast,
 maintainable, and extensible.
We first need to start writing down what we want as the format.
  * QtGame (support for resolution changing) needs to be finished.
  * Finally, we should be looking at utilizing Qt for making a new GUI,
 like we were thinking with betawidget. This task also does not need to
 be finished before stable release.
Last time I checked, for Qt widgets to work properly on all platforms
with Opengl we need to use a qgraphicsview and a qglwidget subclass, and
set the glwidget as the background for the graphics view (like this:
http://www.qtcentre.org/wiki/index.php?title=Accelerate_your_Widgets_with_OpenGL
).

When I was doing some testing of QtGame (on Windows), we ran into issues
with using the QGLWidget with normal widgets as children. The issues
(IIRC) were with event handling and widget rendering.
When I ran into these issues I coded a qgraphicsview based demo and it
did not exhibit the same problems (though creating widget layouts seemed
much more awkward).

Though this issue seemed to have magically gone away (maybe after a Qt
version upgrade), it is my opinion that this needs to be tested and
proven to be viable on all supported platforms.
I think this could be done by altering QtGame and getting feedback via
the forums (poll anyone?)

-Safety0ff

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Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Safety0ff
On 24/04/11 07:34 PM, dak180 wrote:

 While it might be the only one currently maintained there is also:
 https://github.com/dak180/WZME
 If someone wants to resurrect it.

Unless you just want the UI layout, I wouldn't waste my time on it.

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[warzone2100-dev] Is ticket #1956 a duplicate?

2011-04-05 Thread Safety0ff
I'm not sure whether there is a subtle difference between this ticket 
and closed tickets #1900 and #1906.


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[warzone2100-dev] [Bug 652082] Re: fails trying to use unexistant library

2011-04-04 Thread Safety0ff
Looks like you might have two warzone2100 executables:
/usr/games/warzone2100   which seems to find all the 64bit libs 
fine.
/home/encolpe/bin/warzone2100which looks for 32bit libs but fails to find 
physfs, theora and glc.

Either install the 32bit libs for the 32bit version (~/bin/warzone2100)
or use /usr/games/warzone2100 (64bit) version.

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Title:
  fails trying to use unexistant library

Status in “warzone2100” package in Ubuntu:
  Incomplete

Bug description:
  Binary package hint: warzone2100

  
  On a new maverick installation I get this error running warzone2100:

$ warzone2100 
warzone2100: error while loading shared libraries: libphysfs.so.1: cannot 
open shared object file: No such file or directory

  The libphysfs1 is coorectly installed:

$ dpkg -S libphysfs.so.1
libphysfs1: /usr/lib/libphysfs.so.1
$ ls -lh /usr/lib/libphysfs.so.1
lrwxrwxrwx 1 root root 27 2010-09-30 15:20 /usr/lib/libphysfs.so.1 - 
/usr/lib/libphysfs.so.2.0.1
$ ls /usr/lib/libphysfs.so.2.0.1
/usr/lib/libphysfs.so.2.0.1


  ends of the starce output :

  open(/lib32/tls/i686/sse2/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No 
such file or directory)
  stat64(/lib32/tls/i686/sse2/cmov, 0xffdb3eec) = -1 ENOENT (No such file or 
directory)
  open(/lib32/tls/i686/sse2/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such 
file or directory)
  stat64(/lib32/tls/i686/sse2, 0xffdb3eec) = -1 ENOENT (No such file or 
directory)
  open(/lib32/tls/i686/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such 
file or directory)
  stat64(/lib32/tls/i686/cmov, 0xffdb3eec) = -1 ENOENT (No such file or 
directory)
  open(/lib32/tls/i686/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file or 
directory)
  stat64(/lib32/tls/i686, 0xffdb3eec)   = -1 ENOENT (No such file or 
directory)
  open(/lib32/tls/sse2/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such 
file or directory)
  stat64(/lib32/tls/sse2/cmov, 0xffdb3eec) = -1 ENOENT (No such file or 
directory)
  open(/lib32/tls/sse2/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file or 
directory)
  stat64(/lib32/tls/sse2, 0xffdb3eec)   = -1 ENOENT (No such file or 
directory)
  open(/lib32/tls/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file or 
directory)
  stat64(/lib32/tls/cmov, 0xffdb3eec)   = -1 ENOENT (No such file or 
directory)
  open(/lib32/tls/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file or 
directory)
  stat64(/lib32/tls, 0xffdb3eec)= -1 ENOENT (No such file or 
directory)
  open(/lib32/i686/sse2/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such 
file or directory)
  stat64(/lib32/i686/sse2/cmov, 0xffdb3eec) = -1 ENOENT (No such file or 
directory)
  open(/lib32/i686/sse2/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file 
or directory)
  stat64(/lib32/i686/sse2, 0xffdb3eec)  = -1 ENOENT (No such file or 
directory)
  open(/lib32/i686/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file 
or directory)
  stat64(/lib32/i686/cmov, 0xffdb3eec)  = -1 ENOENT (No such file or 
directory)
  open(/lib32/i686/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file or 
directory)
  stat64(/lib32/i686, 0xffdb3eec)   = -1 ENOENT (No such file or 
directory)
  open(/lib32/sse2/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file 
or directory)
  stat64(/lib32/sse2/cmov, 0xffdb3eec)  = -1 ENOENT (No such file or 
directory)
  open(/lib32/sse2/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file or 
directory)
  stat64(/lib32/sse2, 0xffdb3eec)   = -1 ENOENT (No such file or 
directory)
  open(/lib32/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file or 
directory)
  stat64(/lib32/cmov, 0xffdb3eec)   = -1 ENOENT (No such file or 
directory)
  open(/lib32/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such file or 
directory)
  stat64(/lib32, {st_mode=S_IFDIR|0755, st_size=16384, ...}) = 0
  open(/usr/lib32/tls/i686/sse2/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT 
(No such file or directory)
  stat64(/usr/lib32/tls/i686/sse2/cmov, 0xffdb3eec) = -1 ENOENT (No such file 
or directory)
  open(/usr/lib32/tls/i686/sse2/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No 
such file or directory)
  stat64(/usr/lib32/tls/i686/sse2, 0xffdb3eec) = -1 ENOENT (No such file or 
directory)
  open(/usr/lib32/tls/i686/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No 
such file or directory)
  stat64(/usr/lib32/tls/i686/cmov, 0xffdb3eec) = -1 ENOENT (No such file or 
directory)
  open(/usr/lib32/tls/i686/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No such 
file or directory)
  stat64(/usr/lib32/tls/i686, 0xffdb3eec) = -1 ENOENT (No such file or 
directory)
  open(/usr/lib32/tls/sse2/cmov/libphysfs.so.1, O_RDONLY) = -1 ENOENT (No 
such file or directory)
  stat64(/usr/lib32/tls/sse2/cmov, 0xffdb3eec) = -1 ENOENT (No such file or 
directory)
  

Re: [warzone2100-dev] request to remove 3rd party libs that we embed

2011-04-02 Thread Safety0ff

On 11-03-17 08:38 PM, buginator wrote:

Pabs3 mentioned that we should remove all embedded 3rd party libs, and
I am OK with this.
This would mean we remove glee from source, as well as miniupnp.
I think the iniparser stuff is custom, though I am not 100% sure.

Objections ?

I am in favor of this (for glee and miniupnpc).

-Safety0ff


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[warzone2100-dev] Ticket #343 Patch review

2011-04-02 Thread Safety0ff
I've posted a patch to #343 and it'd be great if anyone familiar with 
exchndlr.cpp (i.e. Giel) could review it.


Thanks,
-Safety0ff

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Re: [warzone2100-dev] Intent to merge, intent to destroy

2011-03-30 Thread Safety0ff

On 11-03-30 03:23 PM, Per Inge Mathisen wrote:

PS The new javascript scavenger script is attached as an example for
those too lazy to look in the qtscript branch.

From the script:
And we can use the built-in Math library
 switch (Math.random() * 10)

How does that work with Cyp's determinism work?
Shouldn't it use our deterministic rng ?



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[warzone2100-dev] How long will we officially maintain Windows 2000 compatibility?

2011-03-12 Thread Safety0ff
Many of the Windows API functions we use are deprecated, while I have no 
intention using functions whose minimum is Win XP at the moment, I 
couldn't help but wonder what the official word on maintaining this 
compatibility is.


Regards,
-Safety0ff

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[warzone2100-dev] Cross compiling qt branch

2011-03-04 Thread Safety0ff

Hey all,
In case it is of interest to anyone:
I successfully cross compiled the Qt branch using mingw-cross-env.
It is about 12 MB bigger than master built with mingw-cross-env (32.8MB 
versus 44.9MB).

Seems to run OK on wine.

Instructions are here: 
http://developer.wz2100.net/wiki/CompileGuideWindows/MingwCrossEnv


I had to merge master, and I pushed it here: 
https://github.com/Safety0ff/warzone2100/commits/qt


Regards,
Safety0ff

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Re: [warzone2100-dev] [Warzone 2100 Trac] #1066: Warzone doesn't support non-ASCII chars in PhysFS 2.0.0

2011-02-28 Thread Safety0ff

Hey all,
I'm pretty sure I've got this all figured out (tested it on Windows and 
it worked with unicode characters in addition to characters in the 
current code page).


The implications are:
CMake now required to cross compile (specifically for building Physfs 2).
The precompiled version of physfs should be removed from the tarball 
(I've set things such that the Physfs 2 build overwrites the files from 
the tarball for the time being).


Anyways, please review the two commits at the tip here:
https://github.com/Safety0ff/warzone2100/commits/masterphysfs2
And voice your opinions  concerns ASAP.

I intend for these changes to be present in the next master alpha/release.

Thanks.

-Safety0ff


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Re: [warzone2100-dev] [Warzone 2100 Trac] #1066: Warzone doesn't support non-ASCII chars in PhysFS 2.0.0

2011-02-27 Thread Safety0ff

Hey all,
I've post two patches to this ticket and It'd be great it if some people 
could test them.

Requirements:
You must have cmake installed (for physfs 2+ cross compilation)
Instructions:
Apply both patches and cross compile warzone.
Put base.wz and mp.wz in a directory whose path contains non-ascii 
characters (see ticket for a better description of the issue).

Try launching warzone (on windows) using the --datadir option.

( Zarel since you're one of the reporters in the original ticket, it'd 
be great if you could find a way to test this.)


Let's get this 1+ year old ticket closed. :)

-Safety0ff

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[warzone2100-dev] Any feedback for #2458 ?

2011-02-13 Thread Safety0ff

Hey all,
I posted this patch a few weeks ago and would like to have some feedback 
as whether or not it should be committed.
http://developer.wz2100.net/ticket/2458 Use pkg-config for quesoglc 
build configuration.


Regards,
-Safety0ff

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Re: [warzone2100-dev] Directory layout changes for future build system

2011-01-27 Thread Safety0ff

It seems there isn't enough support for this change (moving lib/* to src/).

Next subject: Opinions on moving miniupnpc from lib/netplay to somewhere 
else?


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Re: [warzone2100-dev] Directory layout changes for future build system

2011-01-15 Thread Safety0ff

On 11-01-15 04:01 AM, Per Inge Mathisen wrote:

Generally, I am worried that we are now making so many huge changes to
the codebase that all existing patches soon have to be written from
scratch. This is not cool.

Specifically, I do not see a good reason for this change. Compiling
parts of a codebase to a temporary library is quite normal practice,
and I like having the code available in a shallow structure.

   - Per
I don't see how this is a bigger deal for patches than the c - cpp 
rename, it is more or less a rename plus a removal of the useless lib/ 
in the include directives, which shouldn't require rewriting a patch 
from scratch.


Moving stuff from lib to src doesn't create a deeper structure, lib 
and src have the same number of characters, so files will be at the same 
depth no matter how you spin it.
If you're alluding to me moving the contents of src to src/warzone2100 
(in the CMake branch) then let me make it clear that the purpose of this 
thread of discussion was for the lib to src move *only*. I'm rather 
indifferent about that change.


On 11-01-15 10:14 AM, Christian Ohm wrote:

On Saturday, 15 January 2011 at  1:18, Safety0ff wrote:

Hi all,
While working on a CMake build system I took the opportunity to move
the contents from lib to src.

I don't see what that gains us, to me it'll only lead to confusion between old
and new layout and breaking of existing patches/branches.

Somewhat loosely related, what would be good imo is a lib/3rdparty directory,
for all the third party code we include.


The rationale for this was:
1) It helped me to keep the build system rational without compiling
some of the parts into libraries (like the current system does.)

Even automake can build the whole Warzone without building separate libraries
(though it's not configured that way atm).
I put third party code in a top level 3rdparty directory in the CMake 
branch, I didn't see a reason to put third party stuff in 
lib/3rdparty/*, that just seems unnecessary hierarchy.


What I said does not imply that it was mandatory to build Warzone 
without building separate libraries, what was meant is that doing so 
kept things cleaner / more logical.
I am aware that autotools can do that too, but IIRC you lose certain 
options (using separate build flags, IIRC).


On 11-01-15 10:32 AM, dak180 wrote:

Generally this is why I am in favor of using feature branches in personal forks 
instead of patches; no mater the changes made they will still be able to be 
rebased onto the apropreate branch (or merged if there has been a significant 
change of contents).
Or you can use this if you have git patches: 
http://developer.wz2100.net/wiki/GitTricks#Merginganoldpatch
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[warzone2100-dev] Directory layout changes for future build system

2011-01-14 Thread Safety0ff

Hi all,
While working on a CMake build system I took the opportunity to move the 
contents from lib to src.


The rationale for this was:
1) It helped me to keep the build system rational without compiling some 
of the parts into libraries (like the current system does.)


2) lib is more commonly used for:
- The binary output directory for libraries.
- A directory that contains pre-compiled dependencies.
- A directory where dependencies can be placed for linking (for 
this sometimes the plural is used: libs)


I would like this to be discussed so that we reach definite decision on 
the matter.


Regards,
-Safety0ff

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] cc0756: Use the stats to determine struct height and clea...

2010-11-30 Thread Safety0ff

On 10-11-30 12:28 PM, Per Inge Mathisen wrote:

Can you say a little bit more about why you think this is a good solution?
To me, this looks like a huge hack. Stats height values  1 have never
been used before, AFAICT, so they might be random for all I know.
Instinctively I would think that it is better to find the height from
the model, instead of looking some number up in a stats file (which
sounds like unnecessary duplication of data).

   - Per
I was having issues using the height (max vertex height) of certain 
models (it lead to odd rules regarding what can fire over what) and the 
values in the stats files more or less modelled the behaviour I was 
trying to achieve.


Fron what I saw when looking at the stats, the values aren't random, at 
the moment they are one of 1, 2 or 3 and are somewhat proportional to 
the height of the structure.


With the 3.0 beta 4 release imminent it seemed important that that issue 
be resolved, if you come up with a better solution that addresses the 
issue, by all means replace mine with it.


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[warzone2100-dev] Crash handler doesn't work with Ubuntu 10.10

2010-11-05 Thread Safety0ff

Hi all,
Ubuntu has added ptrace scope protection in 10.10 [1,2].
This causes an issue with crash handlers. See kde [3], chromium[4], 
wine[5], etc.


From what I've read, the solution is to define the constant if it is 
not defined and call the function (prctl will ignore unknown options.)
In addition to this we will need to hold the child process until we have 
called prctl in the parent.


I briefly tested that this solves the issue on my system with the 
following changes: http://pastebin.com/tpZ04MTc
Obviously that patch does not synchronise the child (the purpose was 
only to check that it would work.)


Please discuss.

-Safety0ff

[1] 
https://wiki.ubuntu.com/SecurityTeam/Roadmap/KernelHardening#ptrace%20Protection

[2] https://wiki.ubuntu.com/Security/Features#PTRACE%20scope
[3] https://launchpad.net/bugs/589841
[4] http://code.google.com/p/chromium/issues/detail?id=46368
[5] http://bugs.winehq.org/show_bug.cgi?id=24193

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Re: [warzone2100-dev] Reordering data layout

2010-10-02 Thread Safety0ff
On 10-10-02 04:21 AM, Guangcong Luo wrote:
 As for merging base and mp, what's your plan to deal with the massive
 campaign imbalance that would cause?


Though I do not know precisely what Buginator has in mind, merging 
does not imply that SP and MP will have the same stats.
AFAIK, it should not be too difficult to edit the .wrf and .lev files so 
that the modes use different stats (actual mileage may vary).

-Safety0ff

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Re: [warzone2100-dev] The new branch and what we all need to decide on (tcmask textures)

2010-09-28 Thread Safety0ff
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

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Re: [warzone2100-dev] The new branch and what we all need to decide on

2010-09-28 Thread Safety0ff
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

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11676] trunk/data/base/shaders/tcmask.vert

2010-09-18 Thread Safety0ff
On 10-09-18 11:43 AM, Giel van Schijndel wrote:
 Another question; which models actually use this shader?
See:
http://developer.wz2100.net/ticket/1757
http://sourceforge.net/projects/wzgraphicmods/

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[warzone2100-dev] Ticket #2009

2010-08-15 Thread Safety0ff
I think I'll commit the conservative patches in #2009, cfrelease.diff 
(trunk) and 23leaks.diff (2.3), since nobody has commented on the boat 
rocking version.

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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] Bug #1871 and whether there are 8 frame animations

2010-06-28 Thread Safety0ff
On 10-06-28 01:51 AM, Safety0ff wrote:
 another that returns whether it has team colours.
 Something like this:
 inline BOOL hasTeamColours (const iIMDShape* imd) { return 
 imd-numFrames == 8; }
 inline BOOL hasAnimation (const iIMDShape* imd) { return 
 (imd-numFrames  0  !hasTeamColours(imd)); }
Hey again,
A little adjustment to my previous message, I meant texture team 
colours, so the name of the function would have to be different ( since 
a model could have TCMask team colours.)

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[warzone2100-dev] Bug #1871 and whether there are 8 frame animations

2010-06-27 Thread Safety0ff
Hi all,
I found a fix for bug #1871, but I also found some hacks in there that I 
took the opportunity to remove.
Patch #1 leaves the hacks in place, patch #2 removes the hacks:
http://developer.wz2100.net/attachment/ticket/1871/structframes.diff
http://developer.wz2100.net/attachment/ticket/1871/structframes2.diff

This made me wonders whether there are any PIEs with 8 frame animation 
(e.g non-teamcolour with 8 frames).
There shouldn't be any, but I checked all the standard pies in the 
*/struct/ folder ( just to make sure for patch #2).

If there aren't any PIEs that have 8 non-teamcolour frames, then I 
propose we make two functions, one that returns whether a imd has 
animations, and another that returns whether it has team colours.
Something like this:
inline BOOL hasTeamColours (const iIMDShape* imd) { return 
imd-numFrames == 8; }
inline BOOL hasAnimation (const iIMDShape* imd) { return (imd-numFrames 
  0  !hasTeamColours(imd)); }

The purpose would be to prevent repetition and clean up the code.

So let me know:
- Whether you know if there aren't any pie files that (ab)use 8 
animation frames.
- If you oppose my proposition.
- Whether you have any objections to patch #2 going into trunk ( 
possibly modified to use functions like those shown above.)

P.S. The comments for getModularScaledGraphicsTime are wrong about the 
range returned, this is why imd-numFrames is passed in rather than 
numFrames - 1.

-Safety0ff

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[warzone2100-dev] Endianness function reorganization proposal

2010-06-20 Thread Safety0ff
Hey all,
We currently have 4 different ways of dealing with endianess ( 5 before 
r11002), they are:
PHYSFS_swap* ( declared in physfs.h, used 39 times )
SDL_swap*( declared in SDL_endian.h, used 15 times)
System networking functions hton* ntoh* ( declared in netinet/in.h, 
arpa/inet.h, winsock2.h, etc. used 53 times)
endian_* word   (defined in endian_hack.h, inline functions that 
swap using pointers, used ~511 times)

I think we should rename endian_hack.h to wz_endian.h and turn it into 
the single header that provides all the declarations to deal with endian 
swapping (for network and other code.)

What do you guys think?

Anyways, even if you disagree with doing the above, SDL_swap* should be 
removed in favor of the PHYSFS_swap* and hton* ntoh* ( for nettypes.c).

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Re: [warzone2100-dev] Release plans

2010-05-12 Thread Safety0ff
buginator wrote:
 1) Qt.
 The Main menu / in game menus suffer from a state conflict.  That is,
 when we set modes, (pie_SetRendMode()  pie_SetTranslucencyMode()), it
 looks like we are conflicting with the way Qt is handling the
 window/widget.  Qt suggest to use
 beginNativePainting()/endNativePainting(), but that causes a big
 performance hit, and didn't really fix anything when I tried some
 tests with that.
The QPainter in iV_DrawTextRotated is changing the state.
Adding a pie_SetRendMode(REND_OPAQUE); call seems to alleviate the issue.
Is changing the main menu colors to match the backdrop is intentional?
-Safety0ff

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Re: [warzone2100-dev] Changeset 10691: semperfi starvation problem

2010-04-23 Thread Safety0ff
Hi,
I had more details for this problem but I forgot to give them last time 
per was on IRC.
Anyways, it might be a more of a T3 problem, the following screenshots 
were taken on NTW2 T3 with max starting power.

As you can see only one semperfi ai managed its money carefuly enough to 
avoid starvation. I spectated one AI and it seemed to wait a little 
too long to start building the power plants, then it ran out power 
because it was building other stuff at the same time.
Screenshots:
http://imagebin.ca/view/wC8X3Kp.html
http://imagebin.ca/view/4HAkb3Jn.html
http://imagebin.ca/view/ECQxXYt.html
http://imagebin.ca/view/E0pGajy.html
http://imagebin.ca/view/eNtFPn.html
http://imagebin.ca/view/FUqlMPO.html
http://imagebin.ca/view/DADS-j.html
http://imagebin.ca/view/iVspmas.html
http://imagebin.ca/view/S1XQOd.html
http://imagebin.ca/view/2va-SN.html
http://imagebin.ca/view/YJ30sV.html
http://imagebin.ca/view/QVqAc8.html

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Re: [warzone2100-dev] Warzone's direction for 2.3 series

2010-04-07 Thread Safety0ff
C yp wrote:
 Think the main part is power, movement and experience. Think
 floating-point might be (mis)used a few other random places, but
 probably nowhere that isn't easy to fix. Think it's used all over the
 place in src/effects.c, but that file _shouldn't_ affect the game
 state (except that maybe it does, think Safety might have said
 something about oil well burning times depending on src/effects.c, not
 sure if I understood, since it's hard to believe there could be
 something hacky like that in a codebase like this).

 -Cyp
   
For fire effects (not only oil well fires,) the _killEffect_ function
retrieves the tile from the position (Vector3f,) and clears the fire bit
of that tile. Effect times seem to use integers.
If you don't believe me then look at the _killEffect_ function, it is
very short.

That clearing of the fire bit causes bug #1100 because there might be
multiple fire effects whose position corresponds to a given tile. The
first effect to die will clear the bit.

-Safety0ff



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