[Warzone-dev] Possible FMV Codec

2008-08-26 Thread Kamaze
I'll just leave this link here: http://en.wikipedia.org/wiki/Dirac_(codec)

Seems like a pretty interesting alternative to Theora, it may also 
compress better. However, i didn't found any review for it yet.

--
Kamaze

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Re: [Warzone-dev] Possible FMV Codec

2008-08-26 Thread Christian Ohm
On Tuesday, 26 August 2008 at 13:18, Kamaze wrote:
> I'll just leave this link here: http://en.wikipedia.org/wiki/Dirac_(codec)
> 
> Seems like a pretty interesting alternative to Theora, it may also 
> compress better. However, i didn't found any review for it yet.

Dirac uses way more CPU power than Theora, so it's not the best format for
ingame movies (at least not for those games that don't require the newest
hardware anyway).

But there's work going on to improve the Theora encoder (see e.g.
http://www.0xdeadbeef.com/weblog/?p=526) to give vastly improved video. So for
anyone experimenting with encoding to Theora it might be a good idea to wait
for this to finish, because it'll allow the resulting video to be better
quality and smaller size.


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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-08-26 Thread Christian Ohm
On Thursday, 12 June 2008 at 23:54, Angus Lees wrote:
> For reference, a no-fancy-options recompression of the rpl files into ogg
> ends up at about this resulting size:
> 
>  187Msequences_ogg.zip
>  777Msequences_rpl.zip

Could you upload the Theora files somewhere? As nobody seems to do anything
regarding the videos currently, perhaps I'll have a look into it.

> So .ogg theora/vorbis is a pretty big saving in size.  sequences_ogg.zip was
> generated via my rpl2avi wine program with the original eidos dlls and then
> reencoded using ffmpeg2theora - if you're interested in the resulting file
> or any of the pipeline just ask.

Do you know how large the intermediate AVIs are? It might be nice to have the
raw files somewhere for testing encoding options etc., or reencode when the
Theora encoder improvements I mentioned in my last mail are finished.


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Re: [Warzone-dev] #41: New layout of menu

2008-08-26 Thread Giel van Schijndel
bugs buggy schreef:
> The only other question I have is for the  translations, and if there is
> enough room?

To my knowledge the only limit to the size of translatable strings is
the amount of available memory. AFAIK gettext dynamically allocates
memory to hold the translated strings.

-- 
Giel



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Re: [Warzone-dev] #41: New layout of menu

2008-08-26 Thread Freddie Witherden
Hi Giel,

On 26 Aug 2008, at 14:35, Giel van Schijndel wrote:

> bugs buggy schreef:
>> The only other question I have is for the  translations, and if  
>> there is
>> enough room?
>
> To my knowledge the only limit to the size of translatable strings is
> the amount of available memory. AFAIK gettext dynamically allocates
> memory to hold the translated strings.

I believe Buggies comment was with regards to the physical amount of  
space available on screen.

Regards, Freddie.

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Re: [Warzone-dev] #41: New layout of menu

2008-08-26 Thread Giel van Schijndel
Freddie Witherden schreef:
> On 26 Aug 2008, at 14:35, Giel van Schijndel wrote:
> 
>> bugs buggy schreef:
>>> The only other question I have is for the  translations, and if  
>>> there is
>>> enough room?
>> To my knowledge the only limit to the size of translatable strings is
>> the amount of available memory. AFAIK gettext dynamically allocates
>> memory to hold the translated strings.
> 
> I believe Buggies comment was with regards to the physical amount of  
> space available on screen.

Ah, ..., in that case I can tell you that the Dutch translation there is
both wrong and too long (so less space is required). _("Campaign or
Skirmish Game") would translate to "Veldtocht of Schermutseling spel".
Although the "spel" ("game" in English) part at the end sounds a bit
crappy to me. Just plain "Veldtocht of Schermutseling" ("Campaign or
Skirmish") sounds better to me, at least in Dutch.

-- 
Giel



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Re: [Warzone-dev] [Warzone-commits] r5877 - /trunk/macosx/Warzone.xcodeproj/project.pbxproj

2008-08-26 Thread Ari Johnson
On Tue, Aug 26, 2008 at 10:27 AM, Ari Johnson <[EMAIL PROTECTED]> wrote:
> Author: ari
> Date: Tue Aug 26 17:27:40 2008
> New Revision: 5877
>
> URL: http://svn.gna.org/viewcvs/warzone?rev=5877&view=rev
> Log:
> Committed patch from mailing list message <[EMAIL PROTECTED]>
> due to Tim Baumgartner.
>
> Modified:
>trunk/macosx/Warzone.xcodeproj/project.pbxproj

Thanks Tim!  The game doesn't quite build for me, but this is a huge
step.  The build fails with:

   /bin/sh -c external/bison/src/bison\ -y\ -d\
-o\"${DERIVED_FILES_DIR}/${INPUT_FILE_BASE}\".tab.h\
\"${INPUT_FILE_PATH}\"\ ||\ exit\ 1
external/bison/src/bison\ -y\ -d\
-o\"${DERIVED_FILES_DIR}/${INPUT_FILE_BASE}\".tab.c\
\"${INPUT_FILE_PATH}\"\ ||\ exit\ 1
/Users/ari/work/warzone/trunk/macosx/../lib/framework/resource_parser.y:
warning: conflicting outputs to file
`/Users/ari/work/warzone/trunk/macosx/build/Warzone.build/Debug/Warzone.build/DerivedSources/resource_parser.tab.h'
external/bison/src/bison: cannot open file
`/usr/local/share/bison/m4sugar/m4sugar.m4': No such file or directory
** BUILD FAILED **

It looks like the locally-built Bison should get a ./configure flag or
a patch to point it to its distribution files for m4sugar.m4 (and
possibly others).

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Re: [Warzone-dev] [Warzone-commits] r5877 - /trunk/macosx/Warzone.xcodeproj/project.pbxproj

2008-08-26 Thread Freddie Witherden
Hi Ari, Tim,

Good news about the Xcode project!

However, do you know if it is possible to comment out a target for  
10.5 (which ships with Bison 2.3)? So far as 10.5 goes, trunk builds  
(with a slight modification to multiint.c IIRC).

Regards, Freddie.

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Re: [Warzone-dev] [Warzone-commits] r5877 - /trunk/macosx/Warzone.xcodeproj/project.pbxproj

2008-08-26 Thread Ari Johnson
On Tue, Aug 26, 2008 at 10:36 AM, Freddie Witherden
<[EMAIL PROTECTED]> wrote:
> Hi Ari, Tim,
>
> Good news about the Xcode project!
>
> However, do you know if it is possible to comment out a target for
> 10.5 (which ships with Bison 2.3)? So far as 10.5 goes, trunk builds
> (with a slight modification to multiint.c IIRC).

I don't have 10.5.  There would, however, be more than just leaving
out the Bison target required to make it work on both 10.4 and 10.5
with its included copy of Bison.  A more likely solution would be for
the Bison target to do the following:

1. If the installed Bison is not 2.3 or better, fetch and build Bison 2.3.
2. No matter what, create a wrapper script that will call Bison 2.3,
whether it was built in step 1 or not.

Then the Xcode project can point to the wrapper script for its build rules.

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Re: [Warzone-dev] #41: New layout of menu

2008-08-26 Thread bugs buggy
On 8/26/08, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
>
> On Tue, Aug 26, 2008 at 6:21 AM, bugs buggy <[EMAIL PROTECTED]> wrote:
> > If it is just 'Single Player', then I think the old timers might get
> > confused, since before, skirmish was in the MP menu?
>
>
> I am more than willing to trade two seconds of confusion by old timers
> the first time they see it for increased clarity, beauty and
> readability for everyone else every time they start the game.
>
>
>   - Per
>
>

Ok, so 'Single Player' it is.

Now, last question, should 'Skirmish' be in both SP & MP menus, or just
leave it in the SP menu?
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Re: [Warzone-dev] #41: New layout of menu

2008-08-26 Thread Kreuvf
bugs buggy wrote:
> Now, last question, should 'Skirmish' be in both SP & MP menus, or just
> leave it in the SP menu?
I think it should be in the SP menu only. People, especially those new to WZ,
will be confused by two seemingly different menu items that lead to the same
result (a human vs. AI match). WZ veterans will find skirmish in SP after having
taken a look into the MP menu ;)

And we will, of course, leave a message in the change log (and we may highlight
this item).

- Kreuvf


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Re: [Warzone-dev] [Warzone-commits] r5877 - /trunk/macosx/Warzone.xcodeproj/project.pbxproj

2008-08-26 Thread Tim Baumgartner
Ari Johnson wrote:
> On Tue, Aug 26, 2008 at 10:36 AM, Freddie Witherden
> <[EMAIL PROTECTED]> wrote:
>> Hi Ari, Tim,
>>
>> Good news about the Xcode project!
>>
>> However, do you know if it is possible to comment out a target for
>> 10.5 (which ships with Bison 2.3)? So far as 10.5 goes, trunk builds
>> (with a slight modification to multiint.c IIRC).
> 
> I don't have 10.5.  There would, however, be more than just leaving
> out the Bison target required to make it work on both 10.4 and 10.5
> with its included copy of Bison.  A more likely solution would be for
> the Bison target to do the following:
> 
> 1. If the installed Bison is not 2.3 or better, fetch and build Bison 2.3.
> 2. No matter what, create a wrapper script that will call Bison 2.3,
> whether it was built in step 1 or not.
> 
> Then the Xcode project can point to the wrapper script for its build rules.
> 

Ari, thanks for committing the Bison patch.

A quick Google search led me to a page 
(http://www.mail-archive.com/[EMAIL PROTECTED]/msg01100.html) that claims the 
location of the Bison distribution files can be set with the env var 
BISON_PKGDATADIR but a configure flag might be better (I'll look into it).

The Bison wrapper script sounds like a good idea and I don't see any reason why 
it shouldn't be implemented as Ari suggested. I'll work on this tomorrow 
(Wednesday) and post back to this thread with the details of the final script 
and Xcode project setup.

Per was kind enough to grant me commit access to the repository for OS X things 
so I shouldn't need to bother you all too much about getting OS X patches 
committed in the future.

Tim

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Re: [Warzone-dev] [Warzone-commits] r5877 - /trunk/macosx/Warzone.xcodeproj/project.pbxproj

2008-08-26 Thread Ari Johnson
On Tue, Aug 26, 2008 at 2:46 PM, Tim Baumgartner <[EMAIL PROTECTED]> wrote:
> Ari Johnson wrote:
>> On Tue, Aug 26, 2008 at 10:36 AM, Freddie Witherden
>> <[EMAIL PROTECTED]> wrote:
>>> Hi Ari, Tim,
>>>
>>> Good news about the Xcode project!
>>>
>>> However, do you know if it is possible to comment out a target for
>>> 10.5 (which ships with Bison 2.3)? So far as 10.5 goes, trunk builds
>>> (with a slight modification to multiint.c IIRC).
>>
>> I don't have 10.5.  There would, however, be more than just leaving
>> out the Bison target required to make it work on both 10.4 and 10.5
>> with its included copy of Bison.  A more likely solution would be for
>> the Bison target to do the following:
>>
>> 1. If the installed Bison is not 2.3 or better, fetch and build Bison 2.3.
>> 2. No matter what, create a wrapper script that will call Bison 2.3,
>> whether it was built in step 1 or not.
>>
>> Then the Xcode project can point to the wrapper script for its build rules.
>>
>
> Ari, thanks for committing the Bison patch.
>
> A quick Google search led me to a page
> (http://www.mail-archive.com/[EMAIL PROTECTED]/msg01100.html) that claims the
> location of the Bison distribution files can be set with the env var
> BISON_PKGDATADIR but a configure flag might be better (I'll look into it).

Should be easy enough.

> The Bison wrapper script sounds like a good idea and I don't see any reason 
> why
> it shouldn't be implemented as Ari suggested. I'll work on this tomorrow
> (Wednesday) and post back to this thread with the details of the final script
> and Xcode project setup.

Same here.  I'm excited that things are coming together for the OS X
port again.  It's hard to keep up sometimes but it'll be worth it when
I can play Warzone multiplayer on my G5 Mac, a friend's Intel Mac, and
Windows and Linux machines online.  The last multiplayer Warzone game
I played was a day-long match on BasingStoke I believe, played on a
LAN in 1999.

> Per was kind enough to grant me commit access to the repository for OS X 
> things
> so I shouldn't need to bother you all too much about getting OS X patches
> committed in the future.

Awesome.

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Re: [Warzone-dev] #41: New layout of menu

2008-08-26 Thread Per Inge Mathisen
On Tue, Aug 26, 2008 at 8:32 PM, Kreuvf <[EMAIL PROTECTED]> wrote:
> bugs buggy wrote:
>> Now, last question, should 'Skirmish' be in both SP & MP menus, or just
>> leave it in the SP menu?
> I think it should be in the SP menu only. People, especially those new to WZ,
> will be confused by two seemingly different menu items that lead to the same
> result (a human vs. AI match). WZ veterans will find skirmish in SP after 
> having
> taken a look into the MP menu ;)

Agreed.

  - Per

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Re: [Warzone-dev] FMVs released as GPL, and the 2.1 release

2008-08-26 Thread Dennis Schridde
Am Dienstag, 26. August 2008 14:43:28 schrieb Christian Ohm:
> On Thursday, 12 June 2008 at 23:54, Angus Lees wrote:
> > So .ogg theora/vorbis is a pretty big saving in size.  sequences_ogg.zip
> > was generated via my rpl2avi wine program with the original eidos dlls
> > and then reencoded using ffmpeg2theora - if you're interested in the
> > resulting file or any of the pipeline just ask.
>
> Do you know how large the intermediate AVIs are? It might be nice to have
> the raw files somewhere for testing encoding options etc., or reencode when
> the Theora encoder improvements I mentioned in my last mail are finished.
If I recall correctly, the devastation avi I created using Angus' rpl2avi tool 
was about 500MB.

--Devurandom


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[Warzone-dev] [Warzone 2100 Trac] #42: Crash on exit under OS X

2008-08-26 Thread Warzone 2100 Trac
#42: Crash on exit under OS X
--+-
 Reporter:  EvilGuru  |  Owner:  per  
 Type:  defect| Status:  new  
 Priority:  major |  Milestone:   
Component:  other |Version:  svn/trunk
 Keywords:  path finding  |   Operating_system:  Mac OS   
--+-
 Compiled off trunk; clicked ''Quit Game'' on the main menu; game hung.

-- 
Ticket URL: 
Warzone 2100 Trac 
The Warzone 2100 Resurrection Project
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