[warzone2100-dev] This list will terminate On Feb-29-2012.

2012-02-23 Thread buginator
Greetings all,
In order to get a more reliable mailing list that don't eat legitimate
mail, we have now moved our traffic to our other host, Source Forge.

https://lists.sourceforge.net/lists/listinfo/warzone2100-project is
the new list.

If you wish to subscribe, do so.


Again, this list will terminate On Feb-29-2012, and be made a archive only list.

Thanks for your cooperation.

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 845d42: Add a 'Need more resources' indicator in the power...

2012-02-19 Thread buginator
On Sun, Feb 19, 2012 at 11:08 AM, Per Inge Mathisen  wrote:
 On Fri, Feb 17, 2012 at 3:10 AM, buginator  wrote:
 Because we have lots of events being called (and more being added all
 the time) that not every script should be forced to implement just to
 make the warnings disappear.

 Eh ? You are inviting bugs then, as can be seen by 001ef35faf1.

 I've fixed up the lint tool, and will be adding code to detect such
 errors in it.

Are you talking about be00eb4577603c56416005380d017177075130a4 ?
While testing like that is good, it don't really work unless you use it...

 The codebase is still firing off events and if it isn't in the script
 then it should be yelling that it can't find it, otherwise you open up
 a can of worms, making pretty much all bug reports much, much harder
 to see if the problem is in the codebase, or if it just happens to be
 a script that didn't implement said missing function.

 What? Surely the bug reports will be harder to read when they are full
 of meaningless warnings.

LOG_WARNING only displays when compiled in debug builds, not release.
That means we can have instant feedback, not waiting for a separate
tool to be run.
When we make builds for release, then those are not shown.

 If the script writer wants to ignore said missing function, then
 they can NOP the function in question.

 This slows down processing of events *significantly*. And then I add a
 new event, and all old scripts start to produce warnings.

How would it be significantly slower, all the function does is NOP,
and there shouldn't be any major overhead in that.
Adding it to the 'list of functions that are not used in game' is
hardly more trouble than remembering to update the external tool to
check for the new event/trigger.

 Some scripts will then contain a few functions of real code, and
 dozens of no-op functions. Ugly.

You can put the ones that aren't used in one (or more files, perhaps
splitting them on what they are used for, like attack, defense,
structures, and so on...) file and just include that in any script
that don't need to override that.

 We definitely should be warning/throwing out errors on all missing
 triggers or events.

 Triggers, yes. Events, no.


Events are equally as important as triggers.  In both cases, the game
fires / calls it, and if not found, it means  that it was either a bug
(which the LOG_WARNING would have found in real-time, not wait for
reports from the field or using the external utility which may or may
not find the issue), or expected behavior, since it is unused.

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 845d42: Add a 'Need more resources' indicator in the power...

2012-02-16 Thread buginator
On Thu, Feb 16, 2012 at 9:23 AM, Per Inge Mathisen  wrote:
 A script should not get a warning for every event it does not
 implement. If you want to warn about misnamed timers, this function
 needs an additional bool parameter that is not set for events. If you
 want to warn about misnamed events, then we could check for functions
 named event*() but not in the set of defined events on load (could be
 a job for lint, but not sure if that is the right tool for the job
 anymore).

 On Thu, Feb 16, 2012 at 2:49 PM, Christian Ohm  wrote:
 It looks to me that change adds a warning if we call any undefined
 function. I noticed this behaviour already when I used a wrong function
 name, and it took a bit to find the problem, since the game just
 silently ignored that line. If the script calls a function that doesn't
 exist, why would we ever not want to know about that?

 Because we have lots of events being called (and more being added all
 the time) that not every script should be forced to implement just to
 make the warnings disappear.

Eh ? You are inviting bugs then, as can be seen by 001ef35faf1.
The codebase is still firing off events and if it isn't in the script
then it should be yelling that it can't find it, otherwise you open up
a can of worms, making pretty much all bug reports much, much harder
to see if the problem is in the codebase, or if it just happens to be
a script that didn't implement said missing function.
If the script writer wants to ignore said missing function, then
they can NOP the function in question.

We definitely should be warning/throwing out errors on all missing
triggers or events.

 So far, the
 debuggability of javascript seems not much better than that of wzscript,
 maybe integrating a QScriptEngineDebugger would help there.

 When wzscript triggered a crash or assertion, you would not know from
 which line or even file the error came from. Now you get a nice
 backtrace. That is the difference between being able to debug and not.


Wzscript itself has the same debugging capabilities as the current
JS scripts, spam printf's/asserts in your code.
The issue with WZscript was in the back end, and how the interpreter
was created with rudimentary recovery/error reporting.

In my fastplay conversion to JS--which did fully work, doing a 1:1
conversion from WZscript, I noticed how poor the debugging
capabilities we had with qtscript were, which is when I tried to get
QScriptEngineDebugger  working, but I quickly found out it had the
same limitations with the way we are using qt  handling the update
draw calls.

If we really want a good debugger, then, at this time the only option
I see is go with a external script engine (V8 along with the debugger
that is available for that--if we still want to stick with JS)  Oh, I
know that Qt will be using V8 soonish, but that still won't fix the
issue mentioned above.

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[warzone2100-dev] 3.1 release strategy ?

2012-01-27 Thread buginator
Need some clarification on the release strategy.

Namely:
3.1 goes into the beta cycle this weekend with the first build.
3.1.x will be for bug fixes only.

3.2 will be the next feature(s) from master
3.2.x will be bug fixes only.

4.0 will be for major features sitting in the repo in a feature branch.

This correct ?

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Re: [warzone2100-dev] [Warzone2100-sf-private] -dev eats mails

2012-01-24 Thread buginator
On Tue, Jan 24, 2012 at 8:20 PM, dak180 dak...@users.sourceforge.net wrote:
 On 2012/01/24, at 3:19 PM, Per Inge Mathisen wrote:

 On Tue, Jan 24, 2012 at 8:42 PM, Christian Ohm chr@gmx.net wrote:
 On Monday, 23 January 2012 at 21:04, buginator wrote:
 Eh ? where did this come from, I see no mail from dak180 anyplace, so
 no idea what the context of this was.

 Seems they get eaten by the mailing list. So what now?  A new gna list,
 where we hope that'll not start eating things? A google group? A sf list
 (mirrored to a google group for usable archive)?

 My vote goes to a google groups list.

 Another option that I was just made aware of is that launchpad.net also has 
 mailman based lists so we might want to take a look at that.

 In particular pabs3 tells me that Canonical employ one of the mailman 
 developers, so it likely has good support.


Ok, why is it, it only eats some of your mail ?

Anyway, launchpad.net might not work, since in
https://help.launchpad.net/Teams/MailingLists says 'Postings by people
who are not Launchpad members are immediately discarded. '

If I understand that correctly, it means that you need to have a
launchpad account there...not sure if that makes a difference to us or
not.

For googlegroups, I guess we can do a test to see how it is like.
warzone-2100-...@googlegroups.com is the test group to see how it
deals with all the stuff.

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

2012-01-23 Thread buginator
On Fri, Jan 20, 2012 at 12:49 PM, Christian Ohm chr...@gmx.net wrote:
 So, ehm, do we have a plan for 3.1? From my suggestion:

 - Scrap the current 3.0.
 - Update mingw-cross-env to sdl 1.2.15.
 - Integrate quesoglc.
 - Make a new 201201xx snapshot.
 - Possibly fix stuff.

 We are currently here. Is the template/hq stuff now fixed in git (or
 could it be done in the scripts now)? Or should we revert the changes
 for 3.1 and keep them only for master?

 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.


 - Possibly wait for the official sdl 1.2.15.

http://www.libsdl.org/download-1.2.php
It is out.


 Maybe we don't have to wait for that...

 - Then branch 3.1, and do a beta1 release immediately.

 And for this, git-flow or the old way? A properly done git-flow has the
 advantage of commit hashes being the same in different branches, making
 changelog writing easier. If we keep the old way, I guess I'll only do
 it for 3.1, not master.

I am not sure what needs to be done, we keep doing commits (bug fixes)
to master like always, and have new features in their own branch, and
then finally merge that back into master and remove that branch.
If so, that could be quite the challenge trying to get everyone on the
same page, and up to speed.
It becomes hellish switching to new branches because of compiler cache
files and there is currently no way for git to 'pack up' these files
when you switch to the new branch, so things become clobbered.
Anyway, the main thing about this is, that we are a very small group,
and I just don't see people creating feature branches for the heck of
it, since most of us just work locally, and when done, we either throw
a patch on trac, or just commit it anyway.  The only exception to this
would be if they are going to alter Warzone in a way that most people
wouldn't like, so for major changes, that needs to be in a branch.

Since you already made 3.1, I just want to make sure we are clear on
how we will handle this going forward.
Namely, once we start up on the 'beta cycle', there will be no new
features allowed, it will be locked down, and only bug fixes are
applied.

In the meantime, those same bug fixes were already applied to master
(and whatever feature branch the person is currently working on--and
don't forget to rebase once you pull all the changes down from
master!)




On Fri, Jan 20, 2012 at 1:54 PM, Christian Ohm chr.x...@gmx.net wrote:
 On Friday, 20 January 2012 at 13:39, dak180 wrote:
 I would prefer to wait for that for three reasons:

 I don't think it's necessary for a beta, if we get to that before the
 SDL release, and any rc/final will be after that anyway.

Eh ? where did this come from, I see no mail from dak180 anyplace, so
no idea what the context of this was.

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 932d45: Generate the quickstart guide and add it to the ap...

2012-01-06 Thread buginator
 On Thursday,  5 January 2012 at  7:48, nore...@github.com wrote:
   Branch: refs/heads/master
   Home:   https://github.com/Warzone2100/warzone2100

   Commit: 932d45244dd74dc61a208cf738be2b78e8a3b035
       
 https://github.com/Warzone2100/warzone2100/commit/932d45244dd74dc61a208cf738be2b78e8a3b035
   Author: dak180 dak...@users.sourceforge.net
   Date:   2012-01-05 (Thu, 05 Jan 2012)

On Thu, Jan 5, 2012 at 6:12 PM, Christian Ohm chr@gmx.net wrote:
 Why do the generated files have to be in git?


Good question, not to mention all the other mac related stuff that
seems totally unnecessary.
I purpose we drop all mac stuff that isn't the main project files, and
just have a dev package like all the other build systems have.
This is extra noise for no real purpose.  Why should we care if lib X
got updated to a new version, this should ALL be in the dev package.

One the same subject, I also think we should nuke the .gitattributes
file that specify some mac only files.  It just makes merges much more
painful for no real purpose besides to annoy the person who is doing
the merges.
If those files can't be handled gracefully by the normal git merge
routines, they must be edited anyway, and since there is only one
person that can fix those issues, I see no reason at all to block git
from attempting to merge it in the first place.

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 579e15: Add possibility to balance weapons against body ty...

2012-01-06 Thread buginator
On Sun, Dec 18, 2011 at 6:44 PM,  nore...@github.com wrote:
  Branch: refs/heads/master
  Home:   https://github.com/Warzone2100/warzone2100

  Commit: 579e1502cb20cb4ffdd1b669837ee921a6deb2fe
      
 https://github.com/Warzone2100/warzone2100/commit/579e1502cb20cb4ffdd1b669837ee921a6deb2fe
  Author: Per Inge Mathisen p...@wz2100.net
  Date:   2011-12-18 (Sun, 18 Dec 2011)

  Changed paths:
    M src/ai.cpp
  M src/projectile.cpp
  M src/stats.cpp
  M src/stats.h
  M src/statsdef.h

  Log Message:
  ---
  Add possibility to balance weapons against body types, not just propulsion 
 types.



Why was this added/needed, I don't really see a need for this ?
It also trashes memory since sizeof(asWeaponModifier) != sizeof(
asWeaponModifierBody)

I guess you can hack it via:
if (j = SIZE_NUM)
{
asWeaponModifierBody[i][j] = 100;
}
to fix the issue, but, do whatever.

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 19f785: Make sure that PACKAGE stings get defined even wit...

2011-09-26 Thread buginator
On Sun, Sep 25, 2011 at 2:29 PM,  nore...@github.com wrote:
  Branch: refs/heads/master
  Home:   https://github.com/Warzone2100/warzone2100

  Commit: 19f7851c0034d01dbc7317b4eaedce237efa2571
      
 https://github.com/Warzone2100/warzone2100/commit/19f7851c0034d01dbc7317b4eaedce237efa2571
  Author: dak180 dak...@users.sourceforge.net
  Date:   2011-09-25 (Sun, 25 Sep 2011)

  Changed paths:
    M lib/framework/wzglobal.h

  Log Message:
  ---
  Make sure that PACKAGE stings get defined even without the presence config.h.

 This should make MSVC builds work again.

 Fixes #2897.

This still doesn't make sense, why have all those defines if the
*only* place that uses them for anything are autot-tools, which means
linux  the CC build environment.
We don't need them in the source for anything, so why add them ?

Also, can you please stop abusing git notes ?

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[warzone2100-dev] Videos have been re-encoded

2011-09-22 Thread buginator
Forum member Ezio has re-encoded the video files.
The thread is located here: http://forums.wz2100.net/viewtopic.php?f=6t=7796

They have done:
480pv3 4:3 919 MB
and
720p 4:3 1.04 GB

Right now, we have low quality and standard quality.
We could drop the standard, and have low  480p (don't think there is
much demand for 720p because of the problems discussed in that thread)
or go with low / std / high.

What do you all think ?

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 6dd85b: Merge branch 'refs/heads/topic/QJson'

2011-07-12 Thread buginator
On Mon, Jul 11, 2011 at 9:50 PM,  nore...@github.com wrote:
  Branch: refs/heads/master
  Home:   https://github.com/Warzone2100/warzone2100

  Commit: 6dd85baedfc6bb8b50d48d49a7f5e05ca6dfe798
      
 https://github.com/Warzone2100/warzone2100/commit/6dd85baedfc6bb8b50d48d49a7f5e05ca6dfe798
  Author: dak180 dak...@users.sourceforge.net
  Date:   2011-07-11 (Mon, 11 Jul 2011)


  Log Message:
  ---
  Merge branch 'refs/heads/topic/QJson'



Can we please stop doing these worthless commit messages ?
It doesn't take that long to make a commit message that can be easily
parsed so we know what is going on.

Again, we have no idea what is being done without looking at all the changes.

p.s, Thanks, but no thanks, there will be no bastardization of the
normal operators with the alternative operator
representations--requires special header file  should NEVER be used
in our code.  die, alternative operator representations, die!

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Re: [warzone2100-dev] Reorganization of maps

2011-07-12 Thread buginator
On Mon, Jul 11, 2011 at 10:33 PM, Fastdeath fastde...@pc-dummy.net wrote:
 On 2011-07-11 23:52, Per Inge Mathisen wrote:

 1) All map files contain amap name.ini file - this replaces the
 currentmap name.gam file and the map's addon.lev entry.
 2) Maps are moved to data/maps/ which containsmap name.ini and
 either amap name.zip OR amap name/ directory for each map
 3) On game binary startup, the maps/ directory is iterated for .zip
 files that do not have a corresponding .ini file. Each of them are
 mounted, and the .ini file is extracted. This way we have a complete
 .ini coverage of all maps.
 4) In pregame, only the .ini files are consulted for GUI purposes. The
 maps are never mounted before one is selected (for preview).

 I completely agree with 1. it will make things a lot simpler.

 For 2,3,4: I think its easier to load ALL maps in the GUI and read
 the ini's from the zip's.
 That why we don't have to keep the ini's in sync (update/removal).

 My proposal:
 1.) Keep all maps as .zip file including the internal ones.
 2.) Mount all .zips and read the ini's at the GUI.
 3.) Tell the binary which .zip to load at game startup.


Yes, all maps should (and need) to be in the basic zip file.
The rest is pretty much how it does things now, but it needs to be
rewritten to be more saner.

However, since we are talking about ini file for this stuff, I did
have a plan that looked like this:

Type: [map or mod or mapmod or music]
MapName [full Map name that can be up to 250 length]
InternalMapName [Max of WZ's current limit]--however, since savegames
are being rewritten, this may not be needed
Version [starting at 1, incremented on each new revision by 1]
DefaultWells: [low / med / high]  (still thinking about this)
CRC checksum [MD5 hash of the data]
Description [1 line description, 80 chars max]
License [whatever license type they picked for said map]
Author [,,,]
Compiled Data [...]
Compiler Version [...]
Standalone: [yes/no]
ModRequired: [which mod (if any) is required to use this map]
PreviousAuthors [...maybe]
MaxTechLvl [...]
CustomDataSet [... used to point to a directory INSIDE the zip file
that should be used.] (NOTE: this can be toggled off!)
and of course, the normal WZ data that it needs:
level   Test1-T1
players 2
type14
dataset MULTI_CAM_1
gamemultiplay/maps/2c-Test1.gam
datawrf/multi/skirmish2.wrf
datawrf/multi/fog1.wrf
... and so on.

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 793c30: Merge branch 'bsonlobby' into master

2011-07-09 Thread buginator
On Fri, Jul 8, 2011 at 12:02 PM,  nore...@github.com wrote:
  Branch: refs/heads/master
  Home:   https://github.com/Warzone2100/warzone2100

  Commit: 793c30a862627427282630bed87af8a3774bf719
      
 https://github.com/Warzone2100/warzone2100/commit/793c30a862627427282630bed87af8a3774bf719
  Author: Rene Jochum from_github@net
  Date:   2011-07-08 (Fri, 08 Jul 2011)

  Changed paths:
    A 3rdparty/bson/Makefile.am
  A 3rdparty/bson/bson.c
  A 3rdparty/bson/bson.h
  A 3rdparty/bson/numbers.c
  A 3rdparty/bson/platform_hacks.h

Note, it seems that the license for this stuff is Apache 2, and that
doesn't mesh well with our license, so, I believe, that we can't have
this in our repo.
It doesn't look like having static or dynamic version of this changes
anything either.

From a quick look at bson I don't really see any version that meshes
well with GPL v2...

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 793c30: Merge branch 'bsonlobby' into master

2011-07-08 Thread buginator
On Fri, Jul 8, 2011 at 12:02 PM,  nore...@github.com wrote:
  Branch: refs/heads/master
  Home:   https://github.com/Warzone2100/warzone2100

  Commit: 793c30a862627427282630bed87af8a3774bf719
      
 https://github.com/Warzone2100/warzone2100/commit/793c30a862627427282630bed87af8a3774bf719
  Author: Rene Jochum from_github@
  Date:   2011-07-08 (Fri, 08 Jul 2011)


  Log Message:
  ---
  Merge branch 'bsonlobby' into master

 Conflicts:
        macosx/Warzone.xcodeproj/project.pbxproj

A heads up would have been nice before the merge, this touched a lot
of things, and changes things around, and requires new libs.

The bigger problem is, that commit message tells us nothing.
What does this patch do, how are things changed, and what the new
files (*.pem) will be used/generated for, and finally, a bit more info
on the SSL connections and connections that don't use that ?
Oh, speaking of SSL, is the master server's code ready on that end ?

It also seems like you didn't pull in master and rebase your patch on
top before the push.  The graph looks pretty screwy now, since you
didn't rebase when you tried to pull in some past checkouts.

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Re: [warzone2100-dev] Raycasting algorithm

2011-07-08 Thread buginator
On Fri, Jul 8, 2011 at 2:03 PM, Safety0ff safety0ff. wrote:
 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.

Nope, and no opinion at this time.  Too busy with other stuff. :(

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

2011-05-26 Thread buginator
On 5/19/11, Safety0ff @gmail.com wrote:
 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.

Sounds like a plan.

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[warzone2100-dev] Using Qt for a front end for Warzone ?

2011-05-02 Thread buginator
I was pondering, if switching to a Qt frontend for Warzone would be a
good idea or not ?

All current menus  the lobby screen would be using Qt's GUI.
Warzone will then be launched from the frontend.
Anything that needs configuring would be written to the config file
(or perhaps we can pass things via command line if really needed).

Can anyone think of any reason not to do this ?
I guess we can use Qt Creator to do most of the work, but I am unsure
how skinning works with Qt, and how we will get our famous 'Warzone
Blue' into the GUI. :)

Any other ideas ?

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Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread buginator
On 4/24/11, Kreuvf kre...@warzone2100.de wrote:
 One thing is missing: a map editor. A new map format is of little value
 without
 an appropriate map editor or in other words: people need to be able to
 switch to
 the new format.

The only map editor that we have anyone maintaining is flaME.
So we would need to work with him, since that editor is written in
visual basic I believe, and most people don't use that, or have access
to it.

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Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread buginator
On 4/24/11, Christian Ohm chr@gmx.net wrote:
 On Sunday, 24 April 2011 at 10:04, Per Inge Mathisen wrote:
 This will have some consequences, like not being able to aim for a
 stable release from master in a while,

 I've wondered if the concept of stable release is actually useful for us.
 Looking at 2.3, it seems to languish mostly, while people work on new stuff.

I am of the same opinion, 'stable release' is a misnomer.


 So, proposal for a more git-like workflow:

 -1. Get master into a reasonably stable state.

 0. New features are developed in feature branches. Bugfixes to a specific
 feature go into the feature branch as well, even after it got merged.
 (Generally, merges go only in one direction, no back-merges from master into
 other branches.)

 1. Merge feature branches deemed ready.

 2. Test and get them really ready.

 3. Release.

 4. Goto 1.

 That way new features get released reasonably quickly, and we don't have to
 keep
 care of an outdated release branch. Also, work on features doesn't
 destabilize
 master before they're merged, and if they do after merging, they can be
 unmerged
 relatively easy again.

 Could maybe be enhanced with a wip branch where all currently worked on
 feature
 branches get merged regularly, to see how they work together. If a bugfix
 release is needed before the next proper release, it can just be branched
 from
 the release as needed.

  * We merge Qt branch into master immediately.

 No objections from me.

Right, that is mostly what we do, or have done in the past, is it not ?

The issue(s) are that we have no good way to test things, and things
slip through the cracks.

There was a ton of changes done to get the netcode working, then a ton
more changes to get Qt integrated, and a ton of changes before either
of those that never was really widely tested.

This leaves us with what we have now.
One huge codebase that needs lots of fixing to get back to working
order for both SP  MP--however, I feel that MP is more or less
working, so doing MP only releases will get more people playing those
releases, since the vast majority of our userbase is using 2.3.X.
Doing a MP only release (no SP/skirmish), we don't have to worry about
savegames, and we can see how well the netcode is working (which still
hasn't been widely tested).

Once all this stuff is stabilized, then we can go back to the 'old
way'--though, we still have no good way to test things.

The main issues I see are:
Savegames
Script system
Rendering / map format
Mac issues / 0 mac developers.

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Re: [warzone2100-dev] demote Asserts to LOG_INFO

2011-04-24 Thread buginator
On 4/24/11, Per Inge Mathisen xxx...@gmail.com wrote:
 On Sun, Apr 24, 2011 at 6:36 AM, buginator xxx...@gmail.com wrote:
 Unless there are any objections, I plan to demote ASSERT_FAILURE() to
 use LOG_INFO instead of LOG_ERROR.

 The main reason for this is that LOG_ERROR is meant for serious
 errors, and all LOG_ERRORs are echoed to the in game console on all
 platforms.
 LOG_INFO is still on in both debug  release builds.
 The other option is LOG_WARNING, which is only enabled in debug builds.

 Objections ?

 I thought an assert error was a serious error. At least  most serious
 error nowadays are reported in the form of an assert(_or_return).

 Maybe we should remove some asserts and / or fix some bugs instead?


There is a difference between when we get those errors, and the end-user.
We don't dump any useful information most of the time, and the only
way to see what is going on is have a deep stack dump along with all
vars.

As Kreuvf pointed out, having a log with a bunch of asserts really
does not help us do anything, since we can't replicate it, and even if
we can replicate it, some of those can't easily be fixed since they
happen in the gamestate before the current one, and we don't have a
stack dump that goes that far back.

In short, we have asserts that fire, and we *know* there is a issue,
but can't get at that issue for multiple reasons.  No need to spam the
in-game console with assert messages.

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[warzone2100-dev] demote Asserts to LOG_INFO

2011-04-23 Thread buginator
Unless there are any objections, I plan to demote ASSERT_FAILURE() to
use LOG_INFO instead of LOG_ERROR.

The main reason for this is that LOG_ERROR is meant for serious
errors, and all LOG_ERRORs are echoed to the in game console on all
platforms.
LOG_INFO is still on in both debug  release builds.
The other option is LOG_WARNING, which is only enabled in debug builds.

Objections ?

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Re: [warzone2100-dev] Partial merging of Qt branch

2011-04-17 Thread buginator
On 4/16/11, Per Inge Mathisen per.mathi...@gmail.com wrote:
 Hello,

 Qt branch still appears to have some issues that need to be looked at,
 but also is collecting work that makes it diverge rapidly from master.
 I am in particular thinking about my own recent work on savegames
 (using QSettings) and javascript (using QtScript). These do not depend
 on the Qt mainloop, and could be merged into master without dropping
 SDL/quesoglc for drawing. It also includes the use of QString.

 It would mean dependency bloat, but it is not meant to be a permanent
 solution. I think if we do this, we can aim for a 3.0 release based on
 SDL/QuesoGlc and bits and pieces of Qt, with a new savegame format and
 the beginnings of a new scripting system at the end of summer
 holidays.

That is very optimistic.
The brakes were put on a 3.0 release for more reasons besides the
savegame format  scripting issues.
We still have the terrain rendering issues at hand, that throws
everything off, and to fully fix that, we need a better map format,
among other things.

 This would give us some more time to polish the Qt branch and for Qt
 4.8 to get out the door and into distributions. I think the improved
 OpenGL support in Qt 4.8 might help us quite a bit, and we might also
 look into using Qt Quick for GUI widgets.

 Opinions?

Not sure what is in store with Qt 4.8, but we can only hope it gets
faster in the areas we need.

In the end, if it saves us headaches, then I don't have objections.

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

2011-03-31 Thread buginator
On 3/30/11, Per Inge Mathisen per.mathi...@gmail.com wrote:
 The QtScript branch (perim/qtscript) now has a working implementation
 of javascript for scavengers. The old scripting system runs fine side
 by side with it. Saving and loading works as well. The code should be
 short and easy to understand, but I have been writing it incrementally
 by myself, so it is inevitable that I have overlooked obvious things
 that ought to have been documented or explained better. Or have added
 bugs alongside features. Or made really poor API choices. The latter
 is perhaps the least worrisome. If the merger is approved and
 completed, I will start explaining and documenting the new javascript
 API on the forums, and take suggestions for improvements, as it is
 fleshed out.

 I would like for someone to review the changes in the branch, if possible.

 I would also like to merge it into the qt branch very soon. Any
 objections to this should be voiced now.


If you think it is ready, and the old scripts still work as before,
then I have no real objections.
Will this always be the case though ?  Will the old scripts still be
supported after  Qtscript is finished ?
Are we going to offer some kind of conversion utility ?

As for code review, we need more hours in the day. :(


On 3/30/11, dak180 dak...@users.sourceforge.net wrote:
 Instead of deleting or freezing lua as a tag, after having talked it over
 with cybersphinx on irc I think that we should move dead branches to a clone
 on sf.net set aside for this purpose.

 I would suggest something based upon attic or graveyard for the name.

What would be the point of this ?  Even if you delete lua, it is
still in the repo, so we can just do what we do with all the other
branches that are done/not-used/experiment-that-failed.  Tag them, and
then do :branch-name

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[warzone2100-dev] Savegame format changes

2011-03-17 Thread buginator
While discussing the current savegame format, it was brought to my
attention that we currently have this ticket about a proposed new
format.
http://developer.wz2100.net/ticket/652

Unsure of the status, and if we want to go that route or not.

Another possible idea, is stuffing everything into a sql database, and
handle savegames that way (one database file per savegame)
Yet another idea was to use BSON.

sidenote: the tagfile stuff should be nuked as well.

The changes by abomination were a bit overzealous, since in
a72c41aeec0136c86007739a97ccc9ed508c0283,
BOOL was a sizeof(int), and now it is a sizeof(byte), and that is
fubaring the savegame structures that in the past were of sizeof(int)
(4 bytes), and now are sizeof(bool) (1 byte)...
Do we care about breaking SP savegames ?

Comments ?

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[warzone2100-dev] Backend system (SDL or Qt) + GUI comments

2011-03-17 Thread buginator
Qt's future is ???
SDL 1.3 (2.0) future is good, now that Sam is doing this full time,
and has other people working for his company.
Converting to SDL 1.3 won't be that difficult AFAICS.
Converting to Qt is mostly all done, it (did) mostly work on MSVC, and
linux when I tried, but haven't tried in awhile.  We still have major
mac issues I believe, with both keyboard input and output (Display
keys).

We also have the issues mentioned in
http://developer.wz2100.net/ticket/1549 to deal with.

The GUI is more or less ok for in-game, and crap everywhere else.  I
think we can use Qt's GUI for all the setup/lobby screen, and forget
about the current way we use the current GUI for this stuff.
I would also like to bring back FBO support, so we can render the map
into a texture, like what SupCom does for that map preview.

If we go the SDL route, then we would use a 3rd party lib for the GUI,
or keep hacking the current one.


Comments ?

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

2011-03-17 Thread buginator
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 ?

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[warzone2100-dev] codebase early spring cleaning ?

2011-01-29 Thread buginator
Since most everything in master is now changed so pretty much all old
patches don't apply cleanly anymore anyway, I would like to take this
time to fix a few remaining issues from the conversion to C++.
Namely, BOOL -bool.
Yes, I know there are lots of them, but the issue is bool != BOOL.
In windef.h (windows header file) we got typedef int
BOOL; and in C++ this is a byte, that is why we currently have tons of
unsafe conversion warnings.
While we could squelch it, it is also possible that this is indeed a
issue someplace, and would be very difficult to track down.

The other issue is, with more people submitting patches, I think we
should run astyle on the codebase to save us lots of reformatting
fixes.
This will allow us to accept patches 'as is' and just clean it with
astyle when it is committed.  It will save us all lots of time.  We
keep putting this off, but I really think it is time we just 'do it'.

Lastly, all the headers need to be updated to 2011 :)

Are there any other changes that need to be done ?

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[warzone2100-dev] 3.0 Beta 3 has been released.

2010-11-14 Thread buginator
3.0 Beta 3 has been released.


Changelog:

2010-11-14: Version 3.0 beta 3
 * General:
   * Change: Make map preview faster
(commit:5f42d0032a9c8dc0b4de60cbef7f9bba8b0b70f0)
   * Fix: Prevent memory corruption in the scripting code
(ticket:1656, commit:1a6fb8a7547f23ce2bd7af153ac839cba999e2b0)
   * Fix: Fix rearming pads to actually repair units (ticket:2313,
ticket:2234, commit:6421c81d7958e67334e2a3cfa190f24b40e9eb02)
   * Fix: Fix unit explosion color for turret (ticket:2294,
commit:f4e8221ef53c4f9af6b3f5f2af3c7e5b28c89654)
   * Fix: Make armour work again (ticket:2273,
commit:75a6c766063c6773840177d17d2ca2d5e9008100)
   * Fix: Don't crash in the unit design screen when using unicode
strings (ticket:2209, commit:3012fde61ef92151e0ec5125551a7b3481f05fb8)
 * Graphics:
   * Fix: Rocky tileset decals (ticket:2285,
commit:6f5392f14947f0c44cedd40165031f4eb4a819a7)
 * Campaign:
   * Fix: Make sure terrain textures and water height are correct when
coming back from away missions (ticket:2262,
commit:b859c3d6997a9860662b1be8753c643fc48f2a72)
   * Fix: Don't allow controlling the transport to prevent the scripts
from getting confused
(commit:92256b2e8906c15acd418417a6628e8c38e4a918)
 * Multiplayer:
   * Change: Make game difficulty setting not affect skirmish games
(commit:4db5d00784dc59ec34830d8f4c63fd0a4808112f)
   * Change: Use the host's SP color as the default color when hosting
games (commit:09ea0be7c30236809536db332be78b2967d3114d)
   * Fix: Make power generator output not depend on the game
difficulty setting (commit:8707a2a84542de52155b4334cf5e637b4b43fcce)
 * Translations:
   * New: Turkish (ticket:2261, commit:255a0e2413eb5691f9398ae2ff65680e776fce04)
   * Updated: Spanish (ticket:2214,
commit:16e015ddcff475e79066a04f9bafecbf243f2bbc)
   * Updated: Romanian (ticket:2246,
commit:52b86d4af1aec305d96dc4c358fccd9f23a1af8b)
   * Updated: French (ticket:2268,
commit:97a244d4a5007ee337fb3b99c7f9ee4f23f2b66b)
   * Updated: Polish (ticket:1347,
commit:f62457fc197d70f5fb249853ee47f5f9332962bd)

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Re: [warzone2100-dev] Removal of 3.0 beta 1 downloads

2010-11-12 Thread buginator
On 11/12/10, Kreuvf  wrote:
 Heyho,

 1. Who removed the 3.0 beta 1 downloads from Sourceforge?
 2. Why?


All builds that are not current get killed (well, the tarball is still
there), but that is it.
The reason is space concerns, as I posted before.

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[warzone2100-dev] Breaking savegames for 3.x ?

2010-11-08 Thread buginator
What do you all think, should we break savegames for 3.x or not ?

Issue here is: http://developer.wz2100.net/ticket/2173

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Re: [warzone2100-dev] The gitorious repo sucks because it's missing history

2010-11-03 Thread buginator
On 11/3/10, Christian Ohm wrote:
 On Wednesday,  3 November 2010 at 18:22, Per Inge Mathisen wrote:
 How much lost history are we talking about here?

 Almost everything in the svn tags, i.e. the stuff we actually released, and
 its
 branch points. I only see 2.3.2, 2.3.3, 2.3.4, 2.3.5, 3.0-beta1 in git,
 everything else is missing (even 3.0-beta2...).

The way we are doing things (at least, as I understand it), is, we
make a new branch for a release, (like 3.0-beta2), then we push
whatever changes for release, then we tag it, and finally delete the
branch.

For the lost history, I thought Cyp just used tags instead of
branches, which is why you don't see them ?

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[warzone2100-dev] pre-3.0 -3.0 and master 'testing' builds clarification

2010-10-24 Thread buginator
I wasn't sure the best way to handle these new builds we are about to do.

Do we rename pre-3.0 to 3.0 then tag it with pre-3.0.
Or do we just make a new branch from pre-3.0 and name it 3.0 ?

Once that is done, we make a new branch, 3.0-beta1, and use that to build from.

We still need a tag name for master though.  Any ideas ?  Then we can
make builds from that one as well.

Once that is taken care of, and the permissions on the build server
are fixed, we can then release 2 builds, the 3.0-beta1 and a master
'testing' version with whatever new tag name we can think of.  I don't
think it should be specific version number though, that is going to
confuse people.  Hence, we should tag with a codename of whatever we
pick.  mst-testing-.01 ?  *shrug*

Anything else ?

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[warzone2100-dev] Final textures ready to be merged ? / New 3.0 Branch / + misc

2010-10-19 Thread buginator
I was thinking this weekend would be a good time to include the new
textures into the repo.

What new textures ?
In case you haven't looked at them yet, then read
http://forums.wz2100.net/viewtopic.php?f=1t=6765start=0
and download the tarball or whatever for the platform you are on.

This would mean, that we would actually make a new branch from pre-3.0
and call the new branch 3.x, and put the textures in that, and also
commit them to master as well.

The textures weigh in at 90,323,606 bytes.

Sound good ?

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Re: [warzone2100-dev] Textures done, planning on a 'testing' build this weekend

2010-10-15 Thread buginator
On 10/15/10, dak180 wrote:
 On Oct 14, 2010, at 11:06 PM, buginator wrote:
 Everyone OK with a release this weekend ?

 Before we do any release that we want any sort of feedback on
 http://developer.wz2100.net/ticket/2220 needs to be taken care of.

While it would be nice if we could get that done, it isn't a blocker
for doing a testing build.
We could just hardcode the revision # for this testing build.

On 10/15/10, Guangcong Luo  wrote:
 On Fri, Oct 15, 2010 at 3:06 AM, buginator wrote:
 MaNGusT has completed his work on the textures, so, it would be best
 to put out a 'testing' build ASAP and get feedback.

 Once that is done, we can commit the textures to git.

 Did he incorporate Jorzi's cliff textures yet? We should really get
 working cliff textures ASAP.

Nope, and if nobody does it, then it will sit on the forums, until the
time someone does it.


 I also think
 http://developer.wz2100.net/attachment/ticket/2151/pre-3.0.patch
 should be applied as well, we really need feedback on those changes.

 Is that all the patches combined? You should really be more specific
 with your patch descriptions. :/

It is, the way he had it, for his last patch.  I just fixed the
formatting mostly.
For the name ...  I thought it would be obvious to which one is was from. :P

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Re: [warzone2100-dev] Textures done, planning on a 'testing' build this weekend

2010-10-15 Thread buginator
On 10/15/10, Giel van Schijndel  wrote:
 On Fri, Oct 15, 2010 at 06:56:32PM +0200, Per Inge Mathisen wrote:
 I'm a bit out of the loop, I guess, on the git stuff. Are we now all
 using gitorious, or are some people still hanging out at sf.net? If
 gitorious is so horrible, perhaps we should try github? I use that for
 another project at work with rather large data files, and it seems
 snappy.

 I believe GitHub used to have a space limit, I don't think they've got
 one right now, though.  In fact their website claims they don't have any
 hard storage limits, instead they're using soft limits.  Depending on
 what they mean with soft limits I think using GitHub (instead of
 gitorious) is probably a good idea.

 So unless there are some other reasons to prefer GitHub above Gitorious
 which I'm unaware of I think moving to GitHub might be a good idea.

Shortly after I was having issues (slow!) with gitorious, I asked the
Guthub guys about the soft limit, and they said nothing yet.
Dak then mirrored the gitorious repo on SF so I can do pulls from there.

Has anyone tried the SF git repo besides Dak  I ?
That is much faster than gitorious for me.

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Re: [warzone2100-dev] [Warzone2100-commits] mainline - master: 1 commits.

2010-10-13 Thread buginator
On Wed Oct 13 17:49:59 2010 +0200,  wrote:
 Commit: 569fb996937bcfcab5547cb44431f781bcaa3b4b

 Author: Cyp c...@wz2100.net
 Date:   Sun Oct 10 17:18:13 2010 +0200

 Also fix MSVC *.vcproj files that somehow ended up in lib/ instead of
 win32/, remove the last part that touches macosx.


What do you mean by that ?  The *.vcproj files are more or less like
the makefile.am that we have in each lib...

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[warzone2100-dev] git changelog refs + pre-3.0 is alive

2010-10-09 Thread buginator
Any thought on how we are going to handle the changelog now that we
reference commits by SHA-1 ?

We can't really use only the first 8 characters or so to make links
like the old r ones.
Do we just drop it from the changelog ?

We also need to specify the full SHA-1 in commit messages if we need
to reference that in  tickets or whatever.

I think someone needs to make a tinySHA-1 that we can use ;)


Also, pre-3.0 is alive on both gitorious + SF.  It still is using the
old textures from trunk, until the new ones are finished.  This branch
is intended to be used as a texture playground, then when we finally
decide on the best textures, we can make the 3.0 branch.
The models are also using TCmask, so please test / comment on how you like them.

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[warzone2100-dev] Removing popt from pre-3.0

2010-10-09 Thread buginator
I am planning on removing popt from pre-3.0 and using trunk's err
mainline's code instead.

Objections ?

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[warzone2100-dev] ATTENTION all warzone developers / those with commit access!

2010-10-02 Thread buginator
As you may have noticed, SVN access has been terminated.

We have decided to start using git.

Everyone who doesn't already have an account at gitorious, please do so ASAP.

http://gitorious.org/

Our project is at http://gitorious.org/warzone2100

You can clone with git://gitorious.org/warzone2100/mainline.git

You need SSH keys uploaded for commit access.


If you have any questions on git, or anything else related to this
subject matter, please tell us ASAP.

Thanks.

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[warzone2100-dev] Reordering data layout

2010-10-01 Thread buginator
I would like to split all the terrain (perhaps decal textures as
well?) out of data/base and instead shove them in data/textures, and
while I am at it, move mp back into base, and rename base back to
warzone.wz. (data/warzone)

It would be:
data/warzone
data/textures
data/sequences

The main reason for this, is we could offer texture packs, with a
standard  high version that the person can pick from the installer
options.
This is to prevent whining about the file size that the new textures
will result in, and also help with the lower end systems that don't
have a lot of VRAM.

The same could be done for the standard and high poly count for the new models ?


This will be for the new 3.0 branch.

Objections / Comments ?


Screenshots of the new branch, since I am still waiting for git -svn
stuff, and how that is going to be handled.

http://imagebin.us/images/r5ekut4tthzcmqlt0idb.png
http://imagebin.us/images/3sydjhv7bzidbftuissn.png
http://imagebin.ca/view/9qK4-L3.html

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Re: [warzone2100-dev] A quick question about the project.

2010-09-28 Thread buginator
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.

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[warzone2100-dev] (Need response ASAP!) The new branch and what we all need to decide on, and some comments about git.

2010-09-27 Thread buginator
For the project, I have been using git to port over the terrain +
TCmask support over from trunk, as to a test case for windows users.
I already did a test case with hg when I did qt-trunk merge.

Hg is much more polished in the GUI department, you hardly ever need
to drop down to the shell to execute commands.
Git's GUI is ... well, passable for simple things, but anything more
complex, and you need to drop down to the shell and work there.

Both are better than svn in terms of work flow, but svn is pretty much
idiot proof from the GUI (tortoiseSVN).  Tortoisegit was crashing way
too much to be useable, and I noticed they mention that Please avoid
use msysgit 1.7.2.3 with 1.5.3.0.  So I have only been using msysgit
which comes with gitgui  gitk front ends.

I did a test push to gitorious (origin/2.3-terrainTCmask) to see how
that ends up on the svn side, with just a simple .gitignore change,
and a few other minor changes to see what it does.

NOTE:This is only a temp branch, I want to see how this will work with
our svn repo before I do the other ~60 commits.

Having said that, gitorious was *VERY* slow (35-40K/sec) when I did
the initial clone, not sure how fast it will be when I upload the
textures.
I was first thinking we should create a temp branch (like I did), and
use that as a playground where we can all decide on what textures
(trunks or what we have sitting in trac or whatever combination of
each), and what pie models (original or the TCmask originals) we
should use.  Then we will create the real 3.0 branch--which will be
2.3's codebase + new terrain + tcmask.
But, this will inflate out repo a bit (or a lot, depending how we
handle the textures), so another option is to just make a clone on
gitorious (or maybe github if gitorious is too slow) on my own
personal repo, and, as long as everyone has a git client, we can work
on things there, then Cyp or whomever can pull that repo into the main
git repo, and hopefully, it will be OK in the svn repo. (Not one huge
commit like the other times).

So, for feedback, please answer these questions ASAP.

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 ?

2) Which terrain textures should we use, or what combination of
textures should we use ?

3) Should we use the original models or the original models with
TCmask enabled ?

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[warzone2100-dev] Deciding how to handle what revision to be in Debian stable (if we want a revision to be in stable)

2010-09-25 Thread buginator
Since we have fairly frequent releases, the builds in Debian stable
end up being quite old.   This also means that Ubuntu will pull in old
versions, and on down the line.

Should we just not be in stable, and only be in testing, or doesn't it
matter much?

My opinion on this is, we should just be in testing, we don't support
old builds anyway, and I see no reason for us to have a version in
Debian stable.


What do you all think ?

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

2010-09-17 Thread buginator
On 9/17/10, muggen...@users.sourceforge.net  wrote:
 Revision: 11676

 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=11676view=rev
 Author:   muggenhor
 Date: 2010-09-17 09:35:29 + (Fri, 17 Sep 2010)

 Log Message:
 ---
 vertex shader: don't use deprecated ftransform()

 Replace the usage of the depecrated ftransform() function with an
 equivalent expression along with the invariance guarantee.  Let the
 shader compiler deal with optimising this expression.

 Modified Paths:
 --
 trunk/data/base/shaders/tcmask.vert

error   |10:33:24: [loadShaders] Vertex shader compilation has failed
[shaders/tcmask.vert]
error   |10:33:24: [printShaderInfoLog] Shader info log: 0(7) : error
C: syntax error, unexpected ';' at token ;
0(7) : error C0501: type name expected at token ;
0(7) : warning C7022: unrecognized profile specifier gl_Position
0(7) : warning C7022: unrecognized profile specifier invariant
info|10:33:24: [screenInitialise] Can't use shaders, switching
back to fixed pipeline.

This is with latest Nvidia (windows) drivers.

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[warzone2100-dev] What other changes should happen in 2.4 ?

2010-09-16 Thread buginator
Since I have implemented map support for X players, (where X = 2
through 8), this will require a slight change in how maps are made.
The thread for this is located here:
http://forums.wz2100.net/viewtopic.php?f=5t=5309start=165#p69854

I feel it would be best to do a major version bump from the current
2.3.5 to 2.4.

And, since we will have a 2.4, is there any other change that people
want to be put in this?

So far, I think CorvusCorax's patch
http://developer.wz2100.net/ticket/2151, the map patch mentioned
above, the transport patch mentioned in this thread:
http://forums.wz2100.net/viewtopic.php?f=5t=6237start=30#p69718
and then some more net code changes (and GAMESTRUCT--which also means
master server changes).

Anyone working on anything else ?

Also, to make it clear, would we make a new 2.X branch form the
current 2.3, or abuse 2.3 to also be 2.4 ?

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[warzone2100-dev] 2.3.5 (final) release plan

2010-09-15 Thread buginator
First off, we need everyone to vote which icons to use for Cyp's changes.
(no VTOL, no Cyborgs, and no tanks, and the kick icon)
http://forums.wz2100.net/viewtopic.php?f=33t=6439

I also think we should include the intel vids from sequences.wz along
with novideo.ogg file (which has been in all the release candidates.)
The files are pretty small anyway, and they won't add that much more
to the final build.

For the balance changes, I assume since nobody has really said
anything that I can tell in the balance feedback thread, or the
2.3.5_rc4 thread, that it is OK now ?

Is there anything else before we tag ?

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11668] branches/2.3/lib/widget/editbox.c

2010-09-15 Thread buginator
On 9/15/10, Giel van Schijndel  wrote:
 On Mon, Sep 13, 2010 at 11:53:06PM +, buginator@
 wrote:
 Log Message:
 ---
 Fix edit boxes so they correctly calculate the string's pixel borders.

 Motivation of this patch was because of some whiny guy on IRC. ;)

 Not to be whiny but, you didn't give the motivation of that patch there,
 only a vague reference to the source of that motivation.  So please
 include the motivation (which you already did: fix X so it correctly
 does Y) or at the very least an *exact* source reference (e.g. IRC
 channel + timestamp of message).

 Yours whiningly, ;-)


Hey, don't blame me that svn logs can't show sarcasm.

And thanks for whining, now I am motivated to create more commit
messages that cause more whining, and perhaps transfer the whining to
the changelog as well!

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Re: [warzone2100-dev] How to handle 2.3?

2010-09-12 Thread buginator
On 9/12/10, Christian Ohm  wrote:
 The way I'd do 2.3 releases is:

   0. Make Fastdeath's server build daily SVN snapshot builds, so hopefully the
   changes in current SVN get a bit more exposure before being in a RC.

   1. Branch a release branch off from 2.3 (either abusing a tag, or making a
   separate branch and tag from that), branches/2.3.6 for example.

   2. Prepare the first RC and release that. If using branches/xxx, the tag is
   only a copy of the current branch without further changes.

   3. Commits go to 2.3, and only those fixing problems discovered in the rc 
 are
   backported.

   4. Goto 2. until no new problems appear and the last rc becomes the release.

  That allows normal commits into 2.3 as usual, without delaying them until 
 after
  the release. It also means fixes need to go into two (or three, including
  trunk) branches, but that should serve as an incentive to keep the rc cycle
  short :P.

  As for going to 2.4, I currently don't see much reason for it. We're doing 
 more
  than pure bugfix releases, but not enough new features to justify the higher
  number imo (or we do that for every release...), so I prefer staying with 
 2.3.x
  for now. Or does anyone have features planned that need a new version?

Our repo doesn't behave like a normal repo anymore, where 'trunk' is
used for testing, and then branch from that for the next release.

I was going to change GAMESTRUCT to add more requested enhancements,
and that will require a masterserver change...  However, that doesn't
really mean we need a new major version for that.

It is just that I was thinking that 2.3.x will only get bug fixes only
(from now on), and all new features will go into a new 'base' branch
that we can use like a trunk, and then have snapshots (weekly or as
needed) out for testing.

I know this was tried before, and things (features) kept slipping in,
but the way things are working out isn't really maintainable.
I rather not have multiple fixes that fix fixes since it was a new
feature, and not strictly a bug fix for a 'stable' branch.

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[warzone2100-dev] 2.3.5_rc1 has been released.

2010-09-03 Thread buginator
2.3.5_rc1 has now been released.

Have fun testing. :)



Changelog:
2010-09-02: Version 2.3.5RC
 * General:
   * Change: Show a placeholder video of where to get the videos when
they were not installed (r11566, ticket:2052)
   * Change: Don't allow sensor/weapon range display in MP games (r11501)
   * Change: Change default video display to 2x (r11576)
   * Fix: Disable dragging when in-game menu/popup is up (r11565, ticket:2086)
 * Multiplayer:
   * Change: Add in-game kick via the 'scoreboard' - hold LMB+RMB over
the channel icon of the player you want to kick (r11490)
   * Change: Only clear player name when needed (r11495)
   * Change: Show score as '(cheated)' instead of 0 when people have
cheated (r11558)
   * Change: Don't display scoreboard widgets when players are dead (r11504)
   * Change: Allow @ in chat now (r11545)
   * Change: Add numeric ping values in the hosting screen for the host (r11559)
   * Change: Show map / game name / hosted by in the tooltip for the
lobby (r11546, ticket:2121)
   * Fix: Make sure players can't impersonate others (r11449)
   * Fix: Try to make the password box more idiot proof (r11492)
   * Fix: Host will not pass on bogus messages
   * Fix: Non-host players now get info about the research in progress
by allied AIs (r11556, ticket:1478)
 * Graphics:
   * Update: New detailed weapons textures - new version of
page-17-droid-weapons.png (r11534, ticket:2115)
 * Multiplayer balance (r11560, r11569):
   * VTOL balance has been shaken up a bit:
 * Removed: Cyclone turret
 * Added: AA Flak Cannon (and Emplacement and Hardpoint)
   * Flak Cannon is a medium-reload splash weapon
   * Prerequisites: Hyper Velocity Cannon
 * Added: Sunburst AA Rocket Array (and Site)
   * Sunburst is a slow-reload salvo weapon
   * Prerequisites: Lancer
   * Machinegun is now less overpowered in the early-game:
 * HMG now requires APDSB Mk2 instead of TMG
 * APDSB Mk1 now requires TMG instead of APDSB Mk1
 * Flamer now requires Engineering instead of FIE+MG
   * The mini-rocket and rocket subclasses have been merged:
 * Mini-rockets and rockets are now affected by the same upgrades
 * The merged subclass has 9 damage upgrades (+25% each), 3
accuracy upgrades (+10% each), and 3 ROF upgrades (-15% reload time
each)
 * Lancer, TK, BB, Cyborg Lancer, and Super TK Cyborg have their
damage adjusted so that their fully upgraded damage remains the same
 * These changes should mainly help make MRA more viable
   * Slight buff to Heavy Laser, Avenger, and Vindicator damage
   * Require HQ for every weapon structure, not just MG Tower
 * Mods:
   * Fix: Nexus Total War Ai Slider Bug, and update image for name
change (r11508)
 * Translations:
   * Fix: More strings (r11539, r11549)
   * Updated: German (r11441, r11541, r11551), Korean (r11498, r11544, r11555)

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Re: [warzone2100-dev] 2.3.5 RC ETA in 1-2 days?

2010-09-03 Thread buginator
On 9/2/10, Guangcong Luo za...@wz2100.net wrote:
 On Thu, Sep 2, 2010 at 12:24 AM, buginator wrote:
   We need to kick this release out ASAP--we are already late.
   This release does change lots of stuff, and 1-5 day additional testing
   by as many people as we can get is sorely needed.
  
   I see no valid reason waiting for mac builds at this time, so I would
   have to say objection(s) overruled.   This is a RC release, not the
   full 2.3.5.


 Oh, sorry, didn't see the RC. That's fine with me, then, though you
  should check with dak180. Please test my balance changes extensively!

  But, for future reference, do you have standing to overrule dak180/me?
  o_O I think we have to at least talk it over some more and get the
  opinions of some other devs first.


It depends. :)
For the most part, yeah it is good to get input from everyone, but in
this case, I think the call was correct.
For future reference, I don't really see the need to hold back all
releases just because we don't have a build ready for the least used
platform.  Sure, it is always nice to have all releases done on the
same day, but it isn't always possible.



You know, you could have overruled my overrule and then we could make
a poll about it!

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Re: [warzone2100-dev] 2.3.5 RC ETA in 1-2 days?

2010-09-01 Thread buginator
On 9/2/10, Guangcong Luo  wrote:
 On Wed, Sep 1, 2010 at 11:54 PM, Daniel Kliman  wrote:
   I object on the grounds that I will be gone until next Tues. night.  
 Unless of course, someone else wants to make the mac builds?


 I won't have a Mac until Friday night, so we may have to postpone until then.

  And in case someone is entertaining the possibility, I object to the
  idea of releasing a Windows and Linux build before a Mac build.

  -Zarel


We need to kick this release out ASAP--we are already late.
This release does change lots of stuff, and 1-5 day additional testing
by as many people as we can get is sorely needed.

I see no valid reason waiting for mac builds at this time, so I would
have to say objection(s) overruled.   This is a RC release, not the
full 2.3.5.

Note, I am not trying to be anti-mac here, these things happened in
the past, and I am sure they will happen again in the future, but we
*really* need people to start testing this stuff.

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11491] branches/2.3/lib/netplay

2010-08-18 Thread buginator
On 8/18/10, Per Inge Mathisen  wrote:
 On Wed, Aug 18, 2010 at 1:22 AM, buginator  wrote:
 On 8/17/10, Per Inge Mathisen  wrote:
 On Tue, Aug 17, 2010 at 6:19 AM,   wrote:
 Add a banned IP list to the game.  All people that are kicked will be
 entered into the file.

 People using the same IP can *never* enter the game again.  All attempts
 are logged.
 ...
 Isn't this overkill? Someone kicks someone else for fun, or by
 accident, and does not understand that kicks are forever, will be
 seriously lost.
 ...
 I would prefer that we have kick / ban buttons, but we have no room
 for that in the lobby screen, and for the in-game 'scoreboard' screen,
 Zarel mentioned that we could shrink down the other fields that we use
 to make some room.

 I still think this will make for some very unhappy players as they
 realize that their joke-kick turns out into a
 I-can-never-play-with-that-player-again action, which they may be
 unable to undo without pestering us for detailed instructions.

 Could you please explain what motivated this overzealous change?

 BTW, the lobby screen can be expanded. Nobody uses 640x480 anymore.


This is the same behavior it always had, as in, kicks = bans, the only
difference is that it is permanent, so you don't have to keep kicking
the same people over  over again, it is saved to a file and reloaded
when they host.

See r10465 'Add ability to ban IPs when the host kicks a player. ...'
In -games, lots of people complained, so I made the change to a permanent list.
I know this only works for static IPs, but, it is better than nothing.

Believe it or not, I still use 640x480, since it helps with debugging
on small windows :)

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11491] branches/2.3/lib/netplay

2010-08-17 Thread buginator
On 8/17/10, Per Inge Mathisen  wrote:
 On Tue, Aug 17, 2010 at 6:19 AM,   wrote:
 Add a banned IP list to the game.  All people that are kicked will be
 entered into the file.

 People using the same IP can *never* enter the game again.  All attempts
 are logged.

 There is currently a limit of 1000 entries.

 ** *All entries must be hand edited if you wish to delete them.* **

 Isn't this overkill? Someone kicks someone else for fun, or by
 accident, and does not understand that kicks are forever, will be
 seriously lost.

   - Per

All that stuff is written down in the logs, and for now, all kicks are
really kick-bans.

I would prefer that we have kick / ban buttons, but we have no room
for that in the lobby screen, and for the in-game 'scoreboard' screen,
Zarel mentioned that we could shrink down the other fields that we use
to make some room.

Of course, as with everything else, it will take somone to actually do this.

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11489] branches/2.3/src/configuration.c

2010-08-17 Thread buginator
On 8/17/10, Guangcong Luo  wrote:
 On Tue, Aug 17, 2010  wrote:
 Change FMVs to be 1x for default instead of full screen.
 At higher resolutions, the FMVs are just too blocky.

 1X is native, which has the best image quality on the 320x200 source FMVs.

 Isn't this overkill?

 I mean, on a modern screen, 320x240 (which is, btw, the actual
 resolution of the source FMVs), 1x looks like this:

 http://imagebin.ca/view/Fw4AOiWu.html

 Even 1.00-1.10 displayed the FMVs at 2x, because they were designed to
 be upscaled. They also had scanlines to make the upscaling less
 obvious, but the videos look fine at 2x with or without scanlines.

 I vote for 2x as default, minimum.


The reason I picked 1x instead of the other options is, that people
would then actually look at the menu options, and pick the one they
want.  While 2x is better than FS, it still looks blocky/crappy at
high resolutions

I could go either way though, anything but FS.

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Re: [warzone2100-dev] 2.3.4

2010-08-10 Thread buginator
On 8/10/10, Christian Ohm  wrote:
 I don't know who put the release date for 2.3.4 in trac to the end of this
  month - I intend to release it soon, since the burn damage bug is quite 
 severe
  imo (possibly making the campaign unplayable or at least way more difficult).
  Objections to tagging later today, release tomorrow?


That was me, and it is because, you need to make a new milestone so
you can assign tickets to the next version.

As far as the date, it more or less follows what we have been doing in the past.
We don't really have strict deadlines, and it tends to float.  Just
guesses, nothing more.

As far as doing a release, no real objections.  The fix works this
time right ? ;)

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[warzone2100-dev] 2.3.3 has been released!

2010-08-03 Thread buginator
Sorry, forgot to post this to the ML:

=

Today, we release 2.3.3, and we strongly urge you to upgrade
immediately, since it corrects a memory corruption bug that has been
present throughout the 2.3 series. The two problems of 2.3.2, errors
with burn damage and map loading, have also been fixed, though that
means that for now, the Sk- prefixes are back. This release will not
be able to load skirmish games saved in 2.3.2, but the next release
will be able to.


2010-08-01: Version 2.3.3
 * General:
   * Fix: Prevent out of bounds access of player stat arrays that
would corrupt random memory (r11322, ticket:2029)
   * Fix: Burn damage calculations (r11303)
 * UI:
   * Revert: Don't show Sk- and -T1 in the map chooser (r2,
r11202, r11206)
 * Translations:
   * New: Korean (r11349)
   * Updated: Polish (r11348)



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[warzone2100-dev] Special builds are now available

2010-08-03 Thread buginator
Thanks to Cybersphinx and Dak180 for making available builds for the
proposed new textures from ticket:
http://developer.wz2100.net/ticket/2013

Please vote on how you like these new textures.
http://forums.wz2100.net/viewtopic.php?f=6t=6101


We also have ticket: http://developer.wz2100.net/ticket/1757 waiting
for people to vote on, but, as to not overload our community with more
'Special builds', I think we should wait until next week before doing
more 'Special Builds' with the tcmask modifications.

This patch adds tcmask to all the *original* models.  Nothing more,
nothing less.


This will at least help with the backlog of patches that we have in trac. :)

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

2010-07-30 Thread buginator
On 7/27/10, Per Inge Mathisen  wrote:
 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.


Just a note, the blockers that are left are:
http://developer.wz2100.net/ticket/2029  (trivial fix, didn't check
for player 9 (features))
and
http://developer.wz2100.net/ticket/2037 (which is a big issue, since
people can't continue the SP game.)
For the fix on this one, we can either revert all fixes, and the
original patch, http://developer.wz2100.net/ticket/1971 or we won't be
able to do a release tomorrow.
Zarel is working on this though, and perhaps he can come up with a fix.

Anyone else know of anything else that is still a blocker ?


On another note, there is another issue, that has to do with TCP, and
how it blocks.
The fix for this isn't so easy, even setting all sockets to
non-blocking, and use polling to determine if done won't solve all the
blocking issues that can happen.

I don't think newnet does anything different in this area either.

We could spawn a thread for each player and have a main network
handler event loop that queues everything up to prevent blocks, but
this isn't easy to code, and would pretty much force us to enter beta
mode again (2.4 beta 1 or ??).
Other ideas is, use raknet, or switch to UDP, but those also force us
to enter beta mode as well.
Other options ?

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

2010-07-28 Thread buginator
On 7/27/10, 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.


Scratch this, I misread the function, a NULL structure would cause us
to wait forever, a 0 value means don't wait.

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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] Renaming sequences.wz

2010-07-25 Thread buginator
On 7/24/10, Kreuvf kre...@warzone2100.de wrote:
 Guangcong Luo wrote:
   On Sat, Jul 24, 2010 at 1:32 PM, Stephen Swaney sswa...@centurytel.net 
 wrote:
   On Sat, Jul 24, 2010 at 01:05:28PM -0500, Guangcong Luo wrote:
  
   It's just that videos-standard.wz and videos-lowquality.wz seemed a
   bit long as filenames go.
   Are you repeatedly typing them in by hand?  Readability and meaning
   seem more important than brevity here.
  
   Good point. Sure, let's go with that.

 I'd vote for videos-standardquality.wz and videos-lowquality.wz for a more
  uniform naming scheme.


No way, think of all the DOS people, and the 8.3 limitation! ;)

NOTE, if we do a simple rename, then don't forget the NSIS changes.

p.s, I could also go with  videos-stdquality.wz.  Then you can have a
built in joke! ;)

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Re: [warzone2100-dev] 2.3.2 release this weekend ?

2010-07-23 Thread buginator
On 7/22/10, Christian Ohm wrote:
 On Thursday, 22 July 2010 at 15:23, buginator wrote:
   Using SF  trac, I have come up with these changes so far, I think we
   should try for a 2.3.2 release this weekend.

 Fine by me, probably. As you might have noticed, I've updated the Debian
  packaging so we can offer .debs, let's see how much feedback that gets.


We would then make both tarballs and .debs ?
Isn't that what Pabs3 does ?

   Proposed Changelog (so far, I know I have missed some stuff):

 If you just list the svn messages, let me do it. It's easier to add lines than
  to look if a change is already mentioned.


Yeah, that is basically what I was doing, so be my guest. :)

On another note, still no net access, and thanks to the storms that
passed last night, no power either. :S  I am not sure when I can get
'normal' access again, but, not much I can do besides wait for the
repair crews to fix things.

I still rather see a 2.3.2 this weekend, instead of next, but, I can
understand if this happens.

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Re: [warzone2100-dev] 2.3.2 release this weekend ?

2010-07-23 Thread buginator
On 7/22/10, dak180 wrote:
 On Jul 22, 2010, at 9:19 PM, Guangcong Luo wrote:

   At the same time, I'd like to consolidate the video location to one
   place. To do that, however, we'd need to get PhysFS to search
   /Library/Application Support/Warzone 2100/sequences.wz, which I can't
   seem to be able to do. Can you help me with that?


Yeah--if I can get net access again to make a correct patch.
In init.c, 329  374, just change tmpstr to point to that full path,
then do PHYSFS_addToSearchPath( tmpstr, PHYSFS_APPEND ), flanked by
OS_X guards.
Don't forget to remove those as well, in the correct area.

You can also stick it in the config dir area, and that should work as well.

 For my solution to work properly it would need to have different names for 
 the lo and hi qual sequences.


I still don't see the reason for this.  If it is a script, then it can
rename whatever version the person wants just like we do for windows
installer.

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11231] branches/2.3

2010-07-23 Thread buginator
On 7/18/10, zare...@users.sourceforge.net  wrote:
 Revision: 11231
   
 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=11231view=rev
  Author:   zarelsl
  Date: 2010-07-18 23:38:56 + (Sun, 18 Jul 2010)

  Log Message:
  ---
  Fix bug #1994 - hack some `#ifdef`s to fix text alignment issues relating to 
 using different fonts in OSX and Windows. Bug is fixed less hackily in trunk, 
 but it's not the kind of change I want to introduce to a stable branch.

  Modified Paths:
  --
 branches/2.3/lib/widget/editbox.c
 branches/2.3/src/console.c
 branches/2.3/src/intdisplay.c


The way you did it here is with magic numbers, that can't possibly
work with whatever font the user picks...
I also don't recall any tickets about this issue before, so what changed ?

What exactly is the hack part of it in trunk ?
It just looks like you are using the same font as the rest of us have
been using for a very long time.

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[warzone2100-dev] 2.3.2 release this weekend ?

2010-07-22 Thread buginator
Using SF  trac, I have come up with these changes so far, I think we
should try for a 2.3.2 release this weekend.

Objections ?

Proposed Changelog (so far, I know I have missed some stuff):

2010-07-24: Version 2.3.2
 * General:
   * Change: Save settings when receiving an SDL_QUIT event. (r11128,
ticket:1964)
   * Change: Save screenshots as JPG and PNG. (r11131, ticket:23)
   * Fix: Prevent overlapping sounds when looking at intel
information. (r11147, ticket:60)
   * Fix: Prevent division by 0 when a object has 0 original hit
points. (r11186, ticket:1711)
 * UI:
   * Change: Make the fixed radar unblurred at full zoom steps, also
increase radar zoom range to 0.5-4x. (r11130, ticket:1923)
   * Change: Add challenge descriptions. (r11181, ticket:1986)
   * Add: Add option for rotating with middle mouse button (LMB+RMB
also works). (r11224, ticket:2003)
 * Map:
   * Fix: Fix a missing cliff tile on 8c-Wheel (r11145, ticket:1935)
   * Change: 2c-Startup rebalanced, files replaced with the files from
2c-startup2 (r11145)
   * Add: Pyramidal map (r11190)
 * Multiplayer:
   * Change: Sync timings made more aggressive (r11016)
   * Fix: Network logging having incorrect byte count (r11065)
   * Fix: When a player drops, everyone should be correctly notified
of the event. (r1, ticket:1020)
   * Change: Remove Sk- and -T1 from map names in map chooser
(r2, ticket:1971)
 * Translations:

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Re: [warzone2100-dev] Merging newnet to trunk

2010-07-14 Thread buginator
On 7/14/10, Cyp  wrote:
 Hi,

  I'm planning on merging the newnet branch to trunk in a day or two,
  unless there are objections.

  This should fix all synch issues (such as units mysteriously
  exploding, and units moving in different directions on different
  clients, or players disagreeing on who won the game, or destroyed
  buildings reappearing, and artillery fire not being visible for all
  players, or the game pausing for some players but not others, and
  insert very long list of stuff here).

  The current diff is at: http://pastebin.ca/1900573


With local testing via LAN, with custom maps (since normal maps didn't
work), I still had sync issues with the game after a few mins.

Correct me if I am wrong, but once a desync happens, then there is no
way to fix this, and the game is over correct?

The other issue was, when moving units, the motion wasn't smooth, it
was stuttering.  Unsure what causes that.

Because of the lack of time for more testing, I request you put this
on hold until the weekend, if at all possible, so we can get more
testing done.

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Re: [warzone2100-dev] svn/2.3 feature locked status, and what should happen with it

2010-06-24 Thread buginator
On 6/24/10, Per Inge Mathisen  wrote:
 On Thu, Jun 24, 2010 at 5:40 AM, buginator  wrote:
   If we start to add features that do require beta testing, what are we
   going to do ?

 We could do beta testing...

I was hoping for less work, not more, with the upcoming release of the
3.0 beta, doing more betas for 2.3.x doesn't seem like a wise move.

If we backport some major features, it would also require us to bump
it to 2.4 (or whatever).

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Re: [warzone2100-dev] svn/2.3 feature locked status, and what should happen with it

2010-06-23 Thread buginator
On 6/23/10, Per Inge Mathisen wrote:
 One thing we should consider backporting to 2.3 is the wavecast code,
  which makes visibility a ton faster in trunk than in 2.3.


Though, that doesn't answer the question on what we should do with the
2.3 branch.

If we start to add features that do require beta testing, what are we
going to do ?

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[warzone2100-dev] svn/2.3 feature locked status, and what should happen with it

2010-06-22 Thread buginator
Currently, I was assuming that 2.3 was feature locked, and we would
only be doing bug fixes.

However, it has been expressed that the branch shouldn't be feature locked.

Do we make a new branch, which would be the current 2.3 base (and name
it something like  branch/2.x, delete the current branch/2.3) and
continue to work that way (with 2.4, 2.5 and so on), or do we just
forget about it being feature locked, and start up with the beta
cycles again (with 2.3.2 beta 1?) ?

Do we take codename (which was trunk, and pretty stable the last time
I tried it) and use that as a new base for the next release (3.0 ?) ?

Anyone see another way around having all these branches floating around ?

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[warzone2100-dev] 2.3.1a release and some other comments about the other branches.

2010-06-19 Thread buginator
Greetings all, it looks like the 2.3.1 windows build wasn't built that
way we expected it should have been built, since we have the mouse
cursor issue again.
More details are here:
http://forums.wz2100.net/viewtopic.php?f=4t=5627start=0

Do we make a 2.3.1a release, (only for windows?) or just do a hotfix ?


For the Qt branch, the only (known) blockers are:
1) No CC builds so we can't test anything our usual way.
2) The lack of full screen resolution switching.
3) Not really a blocker per se, but quesoGLC is back, in case you
haven't noticed, and well, it makes it so we can't make MSVC static
builds.

For the lua branch, we have had quite a few complaints about the way
we are handling this branch.  For the most part, the details are here:
 http://forums.wz2100.net/viewtopic.php?f=35t=4733

Basically, I have to agree with what has been said.  We should commit
the generated scripts now, and have people submit patches for those,
and whoever wants to fix the generator itself, can do that.  It isn't
perfect, but better than no work being done.


For newnet,  we really need to get rid of all the floating point
requirements  compiler switches, it just isn't working on all
platforms.


For the codename branch (which is trunk - most recent additions), I
think we should make some test builds of that, and throw it out for
testing ASAP.  We need testing done on trunk, or we will fall into the
2.3 trap once again.  Note, we must make builds from a 32bit machine,
or we will hit this:  http://developer.wz2100.net/ticket/1786

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Re: [warzone2100-dev] 2.3.1?

2010-05-18 Thread buginator
On 5/18/10, Christian Ohm  wrote:
 On Tuesday, 18 May 2010 at 21:48, Per Inge Mathisen wrote:
   On Tue, May 18, 2010 at 9:07 PM, Christian Ohm  wrote:
How about releasing 2.3.1 soon? There have been quite a few commits since
2.3.0, arguably the most important being Dydo-AI's license.
  
   If that is the most important thing that has been done, then surely
   there is no hurry?


 Well, Pabs said he's waiting for 2.3.1 to upload to Debian, so if you're ok
  with 2.2.4 for their next release... Anyway, there was other stuff, like 
 making
  the movie subtitles translatable and translation updates. And it also doesn't
  seem like there is much else planned for 2.3.1, so what would we be waiting
  for?


I don't really have objections, since I do want to see 2.2.4 die (in
all distros)... so, does this mean you want to be the release manager
for 2.3.1? :)

You got a specific date in mind ?

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Re: [warzone2100-dev] Qt merge results + what to do on the mac

2010-05-18 Thread buginator
On 5/18/10, dak180  wrote:
 On the font corruption issue, as the Qt example programs seem to have on 
 issues on the mac and that it only effects the menu title text and not any of 
 the others I doubt that it is a driver issue.


Actually, looking at the examples, none of those do what we do, so
that isn't really a valid comparison.  Possible Qt bug, or driver, or
it is just a quirk that it works on windows  linux.

  On the mater of input issues my take is that the way Qt does things is the 
 right way to go.
  Where one would use the ctrl key on other operating systems one uses the cmd 
 key on the mac; for example to paste on the mac one uses cmd+v, not ctrl+v.
  Since this is working right now and making it work otherwise would involve 
 ugly hacks I do not think this should be changed.
  The only thing to keep in mind is that there are three reserved shortcuts: 
 cmd+q (quits the program), cmd+h (hides the program)  opt+cmd+h (hides all 
 other programs).

  The mac option (⌥) key is traditionally a tricky beast as it preforms the 
 functions of both the alt key and the altgr key, as such the option key is 
 never used by its self in a shortcut but rather in combination with the cmd 
 (⌘).


Either way, we will have to have mac specific hacks, and if we go the
non SDL way, then we need to update the docs for mac users.
The reserved key issues is also troublesome, and we are getting into
more mac specific hacks to avoid those (if that is possible).

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Re: [warzone2100-dev] Qt merge results + what to do on the mac

2010-05-18 Thread buginator
On 5/18/10, buginator  wrote:
 Actually, looking at the examples, none of those do what we do, so
  that isn't really a valid comparison.  Possible Qt bug, or driver, or
  it is just a quirk that it works on windows  linux.


Possibly related?
http://bugreports.qt.nokia.com/browse/QTBUG-9706
https://bugs.launchpad.net/stellarium/+bug/521134

So far, it seems that in wzapp.cpp, line 206
bold.setFamily(DejaVu Sans);
bold.setPixelSize(21);
bold.setBold(true);

if you do
bold.setFamily(DejaVu Sans);
bold.setPixelSize(21);
//  bold.setBold(true);

It is a bit better, but it is looking more  more like a mac Qt bug.

I also am curious if Dak and or  Zarel could try:
bold.setFamily(DejaVuSans);
bold.setPixelSize(21);
//  bold.setBold(true);

and see if the issue is still there or not, if not, re-enable the
setBold line, and see if that works.

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[warzone2100-dev] Qt merge results + what to do on the mac

2010-05-17 Thread buginator
For those that haven't been looking at the commit logs, we have two
new branches.

qt-trunk = svn/trunk + svn/qt (imagine that!)
codename = svn/trunk @ r10808

Both need to be kept in sync with svn/trunk, until we can kill off
qt-trunk when the mac issues are fixed.

The main reason for the codename is, we do not know if we will use SDL
or if we will just use Qt, then once we decide, we can branch into 3.0
or whatever.


Now, for the mac, the main issues left are, the font textures get
corrupted as can be seen in this ticket:
http://developer.wz2100.net/ticket/1549

Dak's screen shot with the corruption is here:
http://developer.wz2100.net/attachment/ticket/1549/2010-05-15at3.44.04PM.png

Speaking of corruption, Segg2 also posted a corrupted image here:
http://developer.wz2100.net/attachment/ticket/1549/qt-ss02.png

I *think* the issue in both of those might be driver related, it
doesn't happen on linux or windows. Well, Segg2 is also on linux, but
I still think that is driver related.

The input issues for the mac are a bit more confusing.
The issue is, on macs (using Qt), ctrl key = cmd key, and cmd key =
ctrl key, and alt key = option key.

This is NOT the way SDL had it, SDL had it ctrl=ctrl and alt=alt on the macs.

If we stick with the SDL way, then we must remap the input key so ctrl = ctrl.
If not, then we remap cmd=ctrl and ctrl = cmd.

I prefer we keep the SDL way, since that requires less code changes,
but I am not a mac user.   Mac users, speak up on what you want, or
the default will be the SDL way.

Lastly, the final (and most important) issue for the mac is, it don't
seem to handle ALT+h (for example), it shows the alt key was down, but
the h key gets lost...ctrl +1 works (cmd+1) ... and it works OK on
windows  linux so ?

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[warzone2100-dev] team colors for old models

2010-05-13 Thread buginator
Anyone have any objections to this patch:
http://developer.wz2100.net/ticket/1757 ?

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Re: [warzone2100-dev] Release plans

2010-05-12 Thread buginator
On 5/12/10, Per Inge Mathisen  wrote:
  2.3.0 has so far seemed like a pretty solid release, and there is no
  desperate need for a 2.3.1 yet. Discussions of new features seem to
  have moved to trunk. How about we try to schedule a 2.3.1 bug-fix-only
  release for mid-June?

We are a bit passed the 'bug-fix only' mantra, since some of the stuff
that is currently in svn/2.3 are not really bug fixes per se, but that
release schedule sounds OK.

  Trunk seems rather stable at the moment, and branching it as a
  possible release point before merging any of the big 3 feature
  branches may be a good idea. One idea is to branch is to a codename
  branch, start merging the feature branches, and depending on how
  stable or unstable trunk becomes after that, either proceed to release
  from the codename branch, or from trunk after the merges (nuking the
  codename branch).

While I haven't personally tested trunk in a long time, Zarel
mentioned that the pathwalking is broken.
Yeah, I know there is a ticket
(http://developer.wz2100.net/ticket/1649) but I haven't really had the
time to look into this more.
The trunk test builds that we threw up haven't really gotten any
feedback at all, and with the new web site style, it isn't exactly
easy to change things, since we rely on one person, and the
information on how to fix/change it, hasn't exactly been forthcoming.

  We have 3 big feature branches that we need to merge before
  accelerating bitrot makes merging even more difficult. The merge
  priority that we have discussed earlier for the big 3 feature branches
  is 1) Qt branch, 2) newnet, and 3) lua. Last comes last because it
  seems most unfinished yet, and Qt branch first because it has seemed
  closest to completion and has the most developers familiar with the
  new code. However, we can easily change the merge order - there are no
  interdependencies between them.

I  think we need to clear up some things about these branches.

1) Qt.
- we don't really have anyone that is well versed in Qt for the current issues.
Those are, on the mac, the input state is swapped from our normal
routines.  Currently, we can hack around that, however, we still have
text issues, and the fact that we can't get key map screen to show
Ctrl or Alt like it does on windows / linux for whatever reason.
AFAIK, Alt should work like it does on windows / linux, but it doesn't
show Alt + letter like it should.

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.

While experimenting with Qt Designer for a new lobby screen, I don't
see a easy way to match the current color scheme / style of warzone,
and if we go this route, the issue then becomes how easy is it to
maintain?

I have not done any svg tests, so unsure how smooth this will go.

As of right now, I can only think of one advantage to Qt, and that is
for the hardware colored cursor support.

The lack of a dedicated mac  Qt expert person to help us trying to
fix this doesn't make things easy, and it gets annoying, since we must
waste more time digging into tons of docs hoping to find out the
cause, then waiting for feedback.

With SDL, we are pretty much at, it just works for all the
platforms, so people can concentrate on other issues at hand.


2) newnet.
Besides the problems listed in
http://developer.wz2100.net/ticket/1786, I don't really understand the
main reason for having such a high requirement for precision. (I
haven't really looked at the code either)
Compiler issues are the main problem here, though, I haven't really
played with it enough to see if it has other problems.
We can't release test builds of this until that is fixed, and we won't
merge to trunk, until we know it works as it should.

3) Lua.
The last I recall, the state of lua was about 50-55% done, and the
forum thread : http://forums.wz2100.net/viewtopic.php?f=35t=4733
shows that the conversion script is buggy / broken for some things.
We don't really have anyone who is a lua expert either (since Gerard
was about the closest thing we had, and he isn't around much), so that
is slowing things down drastically as well.

4)Beta widget
Yeah, I know this wasn't mentioned, but, it appears there is lots of
confusion of the shape this is in.  It uses deprecated lib(s), and
would add lots more dependencies, and  trying to compile those
deprecated lib(s) on anything but unix is a huge PITA.
It never really got past the (pre) alpha stage, before it fell by the wayside.
The thinking to revive this was to use Qt for the SVG routines, but,
there have been no tests at all, so we are not even sure if this would
be a good move or not.  Everything is in theory, it should work.

  If we proceed to 

Re: [warzone2100-dev] Warzone-dev Digest, Vol 54, Issue 11

2010-05-12 Thread buginator
On 5/12/10, manofli...@gmail.com manofli...@gmail.com wrote:
 2.3 is a solid release except for the bug that causes it to pause for long
  periods of time thus making the game unplayable.
  other than that. its great.


Have you made a ticket about this ?
I have never seen this happen.

We need tons more info about this, like system specs, how many
players, what map, any error/warning messages, how to replicate, and
all that good stuff.

http://developer.wz2100.net/newticket in case you don't know.

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Re: [warzone2100-dev] [Warzone 2100 Trac] #1847: Preliminary qt-trunk merge patch

2010-05-11 Thread buginator
On 5/10/10, Warzone 2100 Trac  wrote:
 #1847: Preliminary qt-trunk merge patch
  ---+

   The ETA on the merge should be this weekend or maybe next weekend, or
   whenever Cyp has time to do this on gitorious and then push to svn.  I
   don't see a way to get added to gitorious, so I can push things to svn,
   once the merge is made.


This has been postponing indefinitely, until we get a working CC
version (I forgot all about this), and we can get a mac developer who
has time to find out what the problem is with Qt on the mac.

Also, for the main menu, somehow our openGL states are being reset /
ignored with Qt's upkeep of the screen, and I don't know enough about
Qt internals to know why.

We still can do a merge from trunk into Qt though, to keep it up to date.

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[warzone2100-dev] hg (mercurial) test repo is up and running @ SourceForge, bzr is up and running @ LaunchPad

2010-05-08 Thread buginator
We have a hg test repo of the Qt branch up and running here:
ssh://usern...@warzone2100.hg.sourceforge.net/hgroot/warzone2100/qt_test

Have at it. :)

If you never used if before, then this is a good tutorial:
http://hginit.com/  (everyone says this is the best one)

If you rather watch a video from the guy that made it, then:
http://video.google.com/videoplay?docid=-7724296011317502612


and the final test candidate:


bzr is already available at launchpad.
bzr branch lp:warzone2100
That is all you need to clone the repo, lp:warzone2100

Some tutorials for bzr:
http://doc.bazaar.canonical.com/latest/en/mini-tutorial/
http://wiki.bazaar.canonical.com/Tutorials

Note, you start the gui client by doing 'bzr explorer' from the
command line, or select the menu option in the start menu, or icon on
the desktop.



We *really* want feedback on what is working the best for you!

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Re: [warzone2100-dev] [Warzone 2100 Trac] #1270: Random freezes happens in some games.

2010-05-07 Thread buginator
On 5/7/10, Kronos wrote:
 while i didn't wanted to extend this discussion here, the same problem
 happens here, and worse, it was happening at multi-play. Last time it
 happened, the game completely froze off, and the only way to exit the game
 was rebooting my machine.

 Seriously, I don't believe that this could be a heat issue, as the max
 temperature in WZ I've got was 69º for the GPU and 50-54º in the CPU. Still,
 the game is getting pretty neat, and i'll try it again as soon as the QT or
 Newnet branch merges in. Good luck out there.


The game itself can't cause a system freeze, we don't do any direct
kernel hacking.  All system freezes are the result of either heat or
drivers (sound / video) or hardware issue (CPU / RAM).

I don't think Qt will fix the issue you are having.

As for not extending the discussion here... meh  I don't mind, not
much traffic going on the list, since trac is broken.

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Re: [warzone2100-dev] [Warzone 2100 Trac] #1270: Random freezes happens in some games.

2010-05-05 Thread buginator
On 5/5/10, james  wrote:
 It happening with me in a single player skirmish mode with
  sk-cocktate. and they are getting longer the longer the game goes on.
  its at 6:20 hours but I have saved and rebooted several times and it
  just keeps getting worse. the mouse still moves around the screen but
  doesnt move you around the map. It happens no matter what I am doing.
  even if I am just sitting there waiting for something to build it just
  locks for ahile.
  I am running on a dell 5100 laptop with a 32 meg radeon video card.
  its a 2.4 ghz desktop processor. I am running it under micro xp. so it
  doesnt seem to be limited to an os. I started with 7 AIs and now its
  down to 3 (2 tiny and 1 huge.)
  also two other things when I go to the edge of the map I see these
  shadow replections of buildings that arent on the map. at least not
  near by.
  I am running the official 2.3 , btw I love the dragons.

Any reason why you didn't post this in the ticket?

Anyway, for laptops, it can be a heat issue that makes it freeze.
For reference, there are many people who have played the game for
hours on end, so, if it doesn't crash, then it looks to be a issue on
your end, could be video or sound drivers, or heat, or ... or...

The shadows at end of map are a known issue.

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Re: [warzone2100-dev] git test repo active (also for hg/bzr users)

2010-05-04 Thread buginator
On 5/3/10, Gilles J. Seguin se...@videotron.ca wrote:
 what is missing from
  git://gitorious.org/warzone2100/mainline.git
  ?
  what is problematic ?
  who is lost ? the administrators or the users



Are you asking if we are using that?  Officially, not really.  We are
still using SVN.

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Re: [warzone2100-dev] git test repo active (also for hg/bzr users)

2010-05-04 Thread buginator
On 5/3/10, Christian Ohm  wrote:

  Since there seems to be no winner in the RCS discussion, we have basically 
 two
  choices: 1. stay with SVN, 2. Decide on one of them (as backend at least). 
 From
  what I've read, it seems it is easily possible to access a git repository 
 with
  both hg and bzr. So I've set up a git repo for testing.


Not sure if other windows people have been trying tests or not, but it
looks like, the main problem with using HG+git or BZR+git is that it
isn't working, besides the initial clone.  Could be errors in dulwich,
or perhaps hggit itself.
Using msysgit and or TortoiseGit (which needs msysgit installed), the
results are somewhat better, you can push, but, I ran into a fatal
issue, that I couldn't resolve.  It still is unstable, unless all you
do is basic commands, like pull, commit, and push.  Once you start
doing branches, tags, merges, then all bets are off.

SVN does have its own set of problems, but it is far more stable than using git.

The other options are, either use hg, or bzr, or we just keep
hammering away with SVN with a possible move to the beta SVN server
(with the limitations previously mentioned), or hope they can fix the
issues with HG+git.

Anyone else care to pipe in?

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Re: [warzone2100-dev] More on fixing the Qt branch

2010-04-30 Thread buginator
On 4/30/10, Christian Ohm  wrote:
 On Thursday, 29 April 2010 at 22:45, buginator wrote:
   After some more tinkering with the code, I finally found the issue
   that MSVC was having.  In short, a bool in c is a int, and in c++ a
   bool !=int.  It was always returning 256 on false, and  -858993663 on
   true.  For those that don't see what that is, here:
   false = 0x0100, true = 0xcc01   make sense ?


 No. Is this another Microsoft stupidity? Evalutating true to 1 and false to 0
  seems to be required by the C++ standard

We are not using C++, we are using mixed C  C++, and in the pre C-99
standard there is no bool type.  It is a typedef to a int for MSVC.
In C++, the bool type is 1 byte, not a int, in MSVC.

In order to use cross-platform friendly types, then we must not use
the C++ bool type, and instead use a typedef that will work fine in
pre C-99 code, hence it should be a int, which is why my patch uses
BOOL, since we already use that in the codebase, and that is a int on
all platforms.  'bool' (in the C code) is typedef to a int as well.

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Re: [warzone2100-dev] Let's git going

2010-04-29 Thread buginator
On 4/29/10, Christian Ohm wrote:
 On Wednesday, 28 April 2010 at 18:34, NoName wrote:
   I do still vote for Mercurial.


 How about accessing a git repo with hg?
  
 http://candidcode.com/2010/01/12/a-guide-to-converting-from-mercurial-hg-to-git-on-a-windows-client/


I belive you can do that with bzr as well using bzr-git.

The only thing that won't work is svn.

How about we set up both a git and a hg repo on SF, for testing, and
see how the speed  everything else goes with those ?

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[warzone2100-dev] More on fixing the Qt branch

2010-04-29 Thread buginator
After some more tinkering with the code, I finally found the issue
that MSVC was having.  In short, a bool in c is a int, and in c++ a
bool !=int.  It was always returning 256 on false, and  -858993663 on
true.  For those that don't see what that is, here:
false = 0x0100, true = 0xcc01   make sense ?  Good.

The plan fix is to change the .cpp bool to BOOL, which will work on
all platforms.

With that out of the way, and a actual running Qt codebase, the next
issue is with the keymaps.  I don't really understand why we are *not*
using Qt:Key_XYZ and using values that only sometimes match the
Qt::Key assignments.  The ASCII codes mostly all match, the rest are
not even close.
KEY_LALT = 308 for us, and Key_Alt = 0x0123 for Qt::Key.
Got around this by doing a lookup function, so now, the keymap display
is more or less working as it should, but it has issues on linux
still. It is showing ALT+meta+- for example, and on windows it shows
ALT+-.



The bigger problem is, the branch is pretty much fubared.
When trying to do a reintegrate back to trunk, it spits out:

Reintegrate can only be used if revisions 8502 through 10747 were previously
merged from https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk
to the reintegrate source, but this is not the case:
  branches/qt
Missing ranges:
/trunk:8502-9707,9709-9867,9870-9897,9899-9918,9920-9947,9949-9974
  branches/qt/win32/libs/iconv
Missing ranges:
/trunk/win32/libs/iconv:8823-9707,9709-9867,9870-9897,9899-9918,9920-9947,9949-9974

We also don't have the original history when the first mass merge was
done on svn, and all subsequent mass merges as well.

Bottom line is, we need to either do:
A) restart from square 1, go back to the original git repo, and start
applying those patches one by one (to get the history back), and then
switch over to the svn commits, and apply those one by one to retain
the history of those onto a new trunk branch.
b) try to fix the above missing merges, but that still leaves us with
no history from the git repo.
c) something else.

Any opinion on what would be the best course of action for us ?

P.S, yes, the MSVC builds are now 100% static, so no real rush for
fixing the CC builds, but that still needs to be done.

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Re: [warzone2100-dev] Let's git going

2010-04-28 Thread buginator
On 4/28/10, dak180 wrote:
 On Apr 28, 2010, at 2:58 AM, Per Inge Mathisen wrote:

   That leaves only
   the question of whether git is good/user-friendly enough on
   Windows/Mac.

 For a number of reasons I would prefer mercurial, of which I think the most 
 important is that the mac gui for git has not been worked on since last oct. 
 where as the one for mercurial had a new release within the last two weeks.


My personal experience shows me that git is too unstable on windows.
The other issue with git is that it requires cygwin or MSYS, which are
both pretty crappy.  Sure, you can hide the shell with tortoisegit,
but it still is too unstable.

Hg is much better supported, since it isn't as hacky as git is on windows.

Bzr is also not bad, and is a bit more polished that Hg on windows.

While svn is showing its age, the main issue is with the server is it
not ?   We could switch to the beta SVN server, (then locally, you can
use git-svn or hgsvn or bzr-svn for commits) but I just don't have the
bandwidth to upload a 1.4GB+ repo without it being down for quite a
few days.

Yes, SF allows us to use git or hg as well, but I am unsure if this
will fix the main issue or not.  If the problem is that the (old) SVN
server is overloaded, or if it is a connection issue of some kind.

Which could mean, switching to another host again.

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[warzone2100-dev] Qt branch issues

2010-04-27 Thread buginator
Because of the way some of the merges were done in this branch, it is
very difficult to find out what the exact change was that broke some
stuff in qt.

I think it would be much easier for us to rebase qt from trunk, and
apply the qt specific patches to a new branch.

I count around 74 patches, with some of those being the huge merges to
sync it up.

Can anyone think of a better way to 'fix' the qt branch?
There is still a lot of work committing all the patches, but I don't
see a better solution.

Status so far,  no CC support (it doesn't want to acknowledge that it
is a cross-compiler, and not unix, even after telling it via the
switches that it is a windows build) , and MSVC builds on VS2k5 
VS2k8 are not working correctly so far.

I would also suggest we stop doing mass syncs to the other branches as well.

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Re: [warzone2100-dev] 2.3.0 has been released

2010-04-27 Thread buginator
On 4/27/10, Dylan Dog dyd...@googlemail.com wrote:
 Hello

 Sorry for the late response to you PM on the forum.
 Yes, please help me to close the current DyDo thread, I`ll then open a new
 one. I do not know how to close the actual thread but it seems I do not have
 the rights...

Done.


 Which folder on svn I have to update (for DyDo AI) now that we have relased
 the WZ 2.3?

 Ah...I missed to update the DyDo on the 2.3, next time we are near to
 release a new version of WZ I`ll ask you what I have to do. I kept updating
 the branch but maybe I had to update a TAG?

 thanks!

No, don't worry about the tags, those should only be touched for build
system changes, nothing else.

Stick with updating trunk  2.3 and whatever else is active.

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Re: [warzone2100-dev] Rename .img files to .csv?

2010-04-26 Thread buginator
On 4/26/10, Zarel  wrote:
 On Mon, Apr 26, 2010 at 4:19 PM, Per Inge Mathisen
   wrote:
   It will break mods...  - Per

  And if one does, well, my recent cursor additions (not to mention your
  new icons for ECM stuff - at least, I think they're yours) will break
  it anyway. :P

 It's somewhat of a problem, yes.

  The bigger problem is that there's no need to falsely pretend the
  files are disk image files whey they clearly aren't.

For a temp solution why not do ln -s source_file target_file, as in
ln -s intfac.img infac.csv (or whatever) ?

I don't really have a issue with the rename, except for what Per mentioned.
If we are going to break mods, then I would like to rename all intfac*
to interface*

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[warzone2100-dev] 2.3.0 has been released

2010-04-24 Thread buginator
2.3.0 has been released, windows  source tarball have been completed,
and the mac builds are pending.

Thanks for all the hard work you all have done in getting 2.3.0 out the door.

We now move on to better things. :)


Here is a full changelog for 2.3.0 (you can thank me later!)


2010-04-24: Version 2.3.0
 * General:
   * Fix: Make sure the config directory is populated before any
write calls are made.(r10624)
 * Translations:
   * Updated: Brazilian Portuguese (r10645), Italian (r10649),
Ukrainian (r10695)

2010-04-17: Version 2.3 RC 1a
 * General:
   * Change: Supress system dialogs when in full screen mode (r10605,
ticket:1776)
   * Fix: Actually use saved experience for new droids (r10604, ticket:251)
   * Fix: Various build fixes (r10558, r10561, r10563, r10586, r10595, r10606)
 * Multiplayer:
   * Fix: When using a passworded game, prevent connection to anyone
but the host, until verified. (r10572, ticket:1611
 * Mods:
   * Change: DyDo AI updated to version 2.1.1
 * Translations:
   * Updated: Spanish (r10598), German (r10599), Croatian (r10588),
Polish (r10577)

2010-04-10: Version 2.3 beta 13
 * General:
   * Change: Crash report and log files now will reside in a UAC
friendly directory for windows (r10532, ticket:1759)
   * Change: All platforms will have stderr routed to
configdir/logs/WZlog*.txt (r10532, ticket:1759)
   * Change: Use system dialogs for reporting errors on Mac (r10474)
   * Change: Change most references to plural mods to singular
mod, to discourage using multiple mods (r10498)
   * Fix: Oil features were not being added back to the game when oil
derricks were destroyed (r10489, ticket:1726)
 * Multiplayer:
   * Change: Ban IP addresses when kicking people from games (r10465)
   * Fix: Crash during game hosting (ticket:1745, r10480)
   * Fix: Missing cyborg legs in games with 8 human players (r10527,
ticket:1740)
 * Campaign:
   * Fix: Crash when cleaning up memory usage between missions (r10476)
 * Mods:
   * Change: DyDo AI updated to version 2.1, and includes its own challenges
 * Balance: (r10537)
   * Remove Cobra prereq from Inferno
   * Increase Plasma Cannon range to 10 and damage to 500
   * Plasma Cannon and Archie can no longer fire while moving
   * Increase HPV weight
   * Decrease Assault Cannon/Twin Assault Cannon weight
   * Increase Lancer/TK damage by 10
   * Increase Bombard damage by 10
   * Heavy Laser damage and reload time increased (overall slight buff)
   * Heavy Cannon and Medium Cannon range increased 0.5
   * Cyborgs sped up a bit

2010-03-29: Version 2.3 beta 12
 * General:
   * Change: Double-clicking trucks will now select them for
consistency (r10391, ticket:1472)
   * Change: let users toggle level name via 'showlevelname' console
command (r10366)
   * Change: Template loading code changes for backward compatibility
with older mods (r10418, ticket:1686, r10425)
   * Fix: Multiple zooming of radar fixes / changes (r10346)
   * Fix: Stop landing VTOLs even if they are below the map height (r10051)
   * Fix: Fix adding more body points than possible when repairing (r10040)
   * Fix: Memory leaks and crash fixes (r10246, r10247, r10248, r10249, r10251)
   * Fix: When failing to load a message, remove it from the message
queue to avoid a crash later (r10392, ticket:1660)
 * UI:
   * Change: Improved loading bars (r10102)
 * Campaign:
   * Fix: Fix Tank Killer angle bug in campaign (r10212)
   * Fix: Make sure that for campaign, we always set the is human flag
correctly on savegame load (r10081, ticket:1628)
 * Multiplayer:
   * Change: AI script fixes for trucks grabbed on duty, distance
limits, power limit for factories, placement checks (r10293, r10323,
ticket:1626)
   * Fix: Make sure all templates get all weapons. This hopefully
fixes the cyborg leg issue (r10352, ticket:1687)
   * Fix: On new player joining, init the struct before setting flags
(r10331, ticket:1688)
   * Fix: Make use of new AI script function pickDroidStructLocation
(see below) to fix AI not building a power generator (r10323,
ticket:1626)
   * Fix: When droids are taken over, don't send droid count, since
droid count isn't read, making the message unparsable (r10038,
ticket:894)
   * Fix: Use isFlying instead of isVtolDroid for checking AA targets,
AA can now also shoot down transports (r10319)
   * Fix: Only let host set player position/colour, send new players
info about unallocated slots too. (r10218)
   * Fix: Fix droid frustration so that droids do not start the game
frustrated, make sure that scavs never fire at features (r10085)
   * Fix: Fix the game getting completely messed up if anyone changes
position or colour, and then someone leaves (r10069)
   * Fix: Update Dydo-ai to 2.0.8 (r10214)
   * Fix: Update NTW (r10354, r10356, r10357, r10359)
 * Scripts:
   * Added: Add new AI script function that gives position to build a
structure while checking that a given droid can build it (r10323)
 * Translations:
   * Fix: Translations now work on the mac (r10316, 

[warzone2100-dev] Pruning a unnecessary directory

2010-04-24 Thread buginator
If no objections, since we don't use it, we should kill \pkg\dpkg.

Any objections?  Looks like it was used when we made debian builds,
but all the files in that directory are pretty much old / unnecessary.

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[warzone2100-dev] lack of syncs for newnet / lua / Qt

2010-04-24 Thread buginator
Since the sync bot is MIA again, (and it looks like it was skipping
patches as well) would it be ok to start doing mass syncs to those
branches, or will that hose up the history when we merge things back
to trunk ?

Is there a better way to handle syncs ?

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10689] trunk/macosx/Resources

2010-04-23 Thread buginator
On 4/23/10, dak...@users.sourceforge.net wrote:
 Revision: 10689
   
 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10689view=rev
  Author:   dak180
  Date: 2010-04-23 04:12:19 + (Fri, 23 Apr 2010)

  Log Message:
  ---
  Distinguish between different types of .wz files


Um, when did we decide on this ?

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[warzone2100-dev] Disable mutli-turrets (again) for 2.3.0 ?

2010-04-23 Thread buginator
Since we still have issues with multi-turrets, that have never been
fixed, I think we should disable them once again for 2.3.0.
Main issues, it still can look like crap, and the range issue for the
turrets, and I am sure there are some other issues hiding.

Objections ?

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Re: [warzone2100-dev] Disable mutli-turrets (again) for 2.3.0 ?

2010-04-23 Thread buginator
On 4/23/10, Guangcong Luo  wrote:
 On Fri, Apr 23, 2010 at 7:21 PM, buginator wrote:
   Since we still have issues with multi-turrets, that have never been
   fixed, I think we should disable them once again for 2.3.0.
   Main issues, it still can look like crap, and the range issue for the
   turrets, and I am sure there are some other issues hiding.


 ...aren't we in freeze? Let's not do anything that major now. The
  turrets aren't as big of a deal as we make them out to be. They don't
  look like crap at normal zoom.


Code freeze, yeah, but this would only change the txt file, so no code
is involved.
As for not being a big deal, I was just thinking that it would prevent
us form getting bug reports, since I don't think we want to mention
that multi-turrets are still somewhat broken in the ChangeLog ?

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Re: [warzone2100-dev] Proposed patches for tags/2.3.0

2010-04-22 Thread buginator
On 4/22/10, Christian Ohm  wrote:
 On Sunday, 18 April 2010 at 13:21, buginator wrote:
   ** DO NOT COMMIT into tags/2.3.0 without ML or IRC approval ***

  Things we might possibly want to include in 2.3.0:

  http://developer.wz2100.net/changeset/10659 - fix compilation with gcc 4.5,
  only needed for debug compiles though.

  http://developer.wz2100.net/changeset/10681 - draw subtitles with shadows,
  improves readability.

  http://developer.wz2100.net/changeset/10682 - remove the allowSubtitles
  variable, which prevented the subtitle option from working.

  http://developer.wz2100.net/changeset/10683 - retry in windowed mode (could 
 be
  snipped after the first change in screen.c).

  None of those are really critical, just nice to have, but I think there's 
 very
  little risk in incuding them.


I more or less agree, however, I also have that nagging feeling back
in my head saying we shouldn't put anything else besides bug fixes at
this late stage.  I know I was for it when we first talked, but
thinking about it a bit more, makes we want to wait until 2.3.1.

If the others want these patches in 2.3.0, then I am fine with that as well.
I tested 10681, and it does make it more readable, the others, I
haven't really tested.

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Re: [warzone2100-dev] getting user art in the game

2010-04-20 Thread buginator
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.

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Re: [warzone2100-dev] getting user art in the game

2010-04-20 Thread buginator
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 ;)

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10523] branches/2.3/data/mods/multiplay

2010-04-19 Thread buginator
On 4/12/10, Dylan Dog wrote:
 ok, sorry but I have very low knowledge about svn.

 I had downloaded the two mentioned files, modified them locally then when I
 tried to commit them TortoiseSVN always gave me an error back (file
 already exists ??) which avoided the update on the branch. That is the
 reason why I deleted them first.

 Next time before doing something new to me I will ask if this is ok.

 Just to give you an example of how bad is my knowledge of SVN...I do not
 even understand then meaning of :
 all you need to do is merge it from trunk (or whatever)

 Maybe few words (really few) on the meaning of TAG, BRANCHES and TRUNK could
 help me a bit.


Trunk is more or less, a base of operations.
We branch from trunk to create a specific revision, like 2.2 or 2.3.
When we do releases, we then create a tag from the branch, and that is
the 2.3 beta xyz or 2.3.0 stuff you see.

Here is just some general info.

The easiest way to handle svn, is to edit the files in svn directly,
(as in, make all changes to your mod in your local svn repo) and you
may mark things to add or remove via the menu item commands.  Don't
just delete them via hitting the delete key, or dragging it to the
trash, and don't just drop new files first, without doing the svn add
menu command.

If you are changing things outside the repo, most of the time, you can
just copy over the files into the repo itself, and TortoiseSVN will
pick up the changes, and you can commit that way.  This will only
work, if files of the same name are there.  If not, you need to use
the svn add command.

For merges, again with TortoiseSVN, once you commit to trunk or a
branch, and you need the same patches to another location, you just
select merge, and tell it the source url, and then check the 'ignore
ancestry' to make it not do the  'merge info:' changes, then it will
report if OK or if conflicts.  If conflicts, you just edit them via
the 'edit conflicts' menu item.

You can't merge things from a branch if you copy stuff to your local
svn repo before the merge, or you will get that file already exists
error.
Let svn handle all the file copys, and don't do it by hand if you do merges.

Sorry if this is a bit wordy, but if you have any question, either
e-mail us, or get on IRC, freenode, #warzone2100-dev and ask. :)

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