Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread NoName
Am 19.02.2010 00:02, schrieb Safety Off:
 I don't think there is any point using it currently, simply because the
 user doesn't have enough control over the orientation/movement of the
 droids and their formations. I think that when droids turn they will
 expose their weaker side by no fault of the player, this will likely be
 more frustrating than anything else.
 Cheers,
 -Safety0ff

I'm with i-NoD to keep this code and make it useable (at least in 
future). Right now, most fighting is just who has the best upgrades 
instead of unit tactics.

Making flanking more attractive would add a lot of competition to 
warzone. And about the unit movement code, I guess we really need an 
update there, to implement such features as retreat (Moving backwards, 
which might be slower then driving forards, but it faces the good armor 
side to the enemy) and real formations.

- Kamaze

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Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Zarel
On Fri, Feb 19, 2010 at 5:20 AM, NoName fearthec...@gmail.com wrote:
 I'm with i-NoD to keep this code and make it useable (at least in
 future). Right now, most fighting is just who has the best upgrades
 instead of unit tactics.

 Making flanking more attractive would add a lot of competition to
 warzone. And about the unit movement code, I guess we really need an
 update there, to implement such features as retreat (Moving backwards,
 which might be slower then driving forards, but it faces the good armor
 side to the enemy) and real formations.

I don't know, seems like too much tactics. Our movement code is
horrible; making fine-grained control of units necessary would suck
for everyone...

OTOH, I'd prefer not to change the mod format that much, so I'd vote
to keep everything the way it is (lots of fixes to movement code
notwithstanding).

-Zarel

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Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread NoName
Am 19.02.2010 12:27, schrieb Zarel:
 I don't know, seems like too much tactics. Our movement code is
 horrible; making fine-grained control of units necessary would suck
 for everyone...

 OTOH, I'd prefer not to change the mod format that much, so I'd vote
 to keep everything the way it is (lots of fixes to movement code
 notwithstanding).
 
  -Zarel

I'm not talking necessarily about a fine graded single unit 
micromanagement, but more about a better group behaviour. World in 
Conflict is a very good example from my point of view.

It just has 2 possible formations, a straight line and a simple quad. If 
you move units, you can also set easily where to face, by simply holding 
the mose button and then drag into the direction where to look.

If you drag farther, the formation will be more loosely. It's somewhat 
simple and intuitive. Also a better group select would help a lot. Last 
but not least we still have _much_ potential using commanders.

Using this, you could at lleast take down some havy tanks when attacking 
intelligent with weaker units.

- Kamaze

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[warzone2100-dev] [Warzone 2100 Trac] #1612: Unify commander levels

2010-02-19 Thread Warzone 2100 Trac
#1612: Unify commander levels
---+
 Reporter:  Zarel  |  Owner:  
 Type:  patch  | Status:  new 
 Priority:  major  |  Milestone:  2.3 
Component:  other  |Version:  svn/2.3 
 Keywords: |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+
 Hey, this is a quick proposal:

 Currently, units assigned to a commander have effective experience levels
 of:

 MAX(level, commanderLevel+1) in skirmish, and
 MAX(level, commanderLevel) in campaign

 I'd like to change these both to:

 MAX(level+1, commanderLevel)

 This ensures that there's always a reason to attach a unit to a commander,
 without otherwise changing balance.

 I'm also planning on making commanders gain levels twice as fast in
 campaign (so they match current MP). That makes them take 1024 experience
 to reach hero status (compare 512 for a normal unit, 1024 for an MP
 commander, and 2048 for a current campaign commander).

 Previously, hero commanders were practically never seen, so this should
 alleviate that somewhat.

 Barring objections, I'll be committing this in a few days (to 2.3, too -
 it's a balance change, and if you read it, there's nothing in there that
 can break anything, and it fixes a few bugs relating to commanders).

-- 
Ticket URL: http://developer.wz2100.net/ticket/1612
Warzone 2100 Trac http://developer.wz2100.net/
The Warzone 2100 Project
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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[9641] branches/2.3/win32/__BUILD_SCRIPT

2010-02-19 Thread Giel van Schijndel
On Fri, Feb 05, 2010 at 11:59:56PM +, bugina...@users.sourceforge.net wrote:
 Revision: 9641
   
 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=9641view=rev
 Author:   buginator
 Date: 2010-02-05 23:59:55 + (Fri, 05 Feb 2010)
 
 Log Message:
 ---
 Change HOST_TRIPLET to be i586-mingw32msvc instead of mingw32 as the default 
 HOST_TRIPLET
 
 Modified Paths:
 --
 branches/2.3/win32/__BUILD_SCRIPT

On Sun, Feb 07, 2010 at 05:27:55PM +, bugina...@users.sourceforge.net wrote:
 Revision: 9722
   
 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=9722view=rev
 Author:   buginator
 Date: 2010-02-07 17:27:54 + (Sun, 07 Feb 2010)
 
 Log Message:
 ---
 Update cross-compiler build script to make use of --with-distributor
 
 Modified Paths:
 --
 branches/2.3/win32/__BUILD_SCRIPT

On Sun, Feb 07, 2010 at 05:35:54PM +, bugina...@users.sourceforge.net wrote:
 Revision: 9723
   
 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=9723view=rev
 Author:   buginator
 Date: 2010-02-07 17:35:44 + (Sun, 07 Feb 2010)
 
 Log Message:
 ---
 fix a typo from previous commit
 
 Modified Paths:
 --
 branches/2.3/win32/__BUILD_SCRIPT

None of these ^^ commits are necessary.

Using another HOST_TRIPLET than mingw32 can be achieved by specifiying
HOST_TRIPLET=${whatever_you_want} as command line argument to
__BUILD_SCRIPT.

Using a non-default distributor (remember that configure.ac already
uses UNKNOWN as its default) can be accomplished by specifying
--with-distributor=$distributor as command line argument to
__BUILD_SCRIPT.

The build script will pass *all* its arguments to the ./configure
script, so no special hacks are required to pass paramters to
./configure. Furthermore all arguments of the form \w+=.* (e.g.
VAR=val) will cause environment variables of that name to be
overridden.

Thus rather than complicating the cross build script any further I
suggest to revert the above commits.

-- 
Giel


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Re: [warzone2100-dev] Another release is planned on Feb 21st

2010-02-19 Thread Kreuvf
buginator wrote:
 On 2/17/10, Guangcong Luo za...@x.net wrote:
 How's about RC 1a?
 RC 1b / 2 / whatever.  I don't really care what we call it. :)
AD 1 for Almost Done 1 or NYG 1 for Not Yet Gamma 1 :X

- Kreuvf




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Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Kreuvf
Per Inge Mathisen wrote:
 Hello,
 
 In my effort to clean up the basic engine definitions, I would like
 remove the armour hit sides. This was added a while ago by Watermelon,
 and to my best knowledge it has never been used for anything useful or
 interesting, nor do players keep this in mind while playing or make
 use of it while micromanaging their units. It does, however, waste
 some memory for each game object, and we could get rid of some code
 complexity by removing this feature. So unless anyone complains, I
 will rip it out.
I am all for removing it:
1. Too complex.
2. GUI not up to show people this.
3. Control over units not good enough to use the knowledge.
4. Even more stuff to consider when balancing (similar to too complex).
5. There already is enough variation/tactics in Warzone 2100. Less is more.

- Kreuvf



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Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
I am all for removing it:
1. Too complex.
2. GUI not up to show people this.
3. Control over units not good enough to use the knowledge.
4. Even more stuff to consider when balancing (similar to too complex).
5. There already is enough variation/tactics in Warzone 2100. Less is more.
- Kreuvf

I still wonder what is s complex in this code? Could someone give me a 
hint, please?
Yes, there is a usability problem due to 2 and 3, but I think those could be 
changed/fixed.
I'm more then willing to make some improvements to current GUI (as I'm not 
much in betawidget stuff)
and could start right from this task.
I don't ask to change current stats/tactics model, I just want to allow some 
productive persons to use this feature in their mods and maps and invite 
some new tactics to gameplay - as more alternatives is not always bad (this 
will solve 4 and 5 for core game if you wish). I don't know for sure, but 
maybe a majority of modders/people aren't aware of the feature? We could 
re-announce it and just to see if it will interest someone. We could always 
remove it if not... just give another chance.


i-NoD 


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Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Kreuvf
i-NoD wrote:
 I am all for removing it:
 1. Too complex.
 2. GUI not up to show people this.
 3. Control over units not good enough to use the knowledge.
 4. Even more stuff to consider when balancing (similar to too complex).
 5. There already is enough variation/tactics in Warzone 2100. Less is more.
 - Kreuvf
 
 I still wonder what is s complex in this code? Could someone give me a 
 hint, please?
I do not mean code-complexity. It's the gameplay itself that's getting too
complex IMHO. There is enough stuff in the game that you have to worry about.

 Yes, there is a usability problem due to 2 and 3, but I think those could be 
 changed/fixed.
 I'm more then willing to make some improvements to current GUI (as I'm not 
 much in betawidget stuff)
 and could start right from this task.
 I don't ask to change current stats/tactics model, I just want to allow some 
 productive persons to use this feature in their mods and maps and invite 
 some new tactics to gameplay - as more alternatives is not always bad (this 
 will solve 4 and 5 for core game if you wish). I don't know for sure, but 
 maybe a majority of modders/people aren't aware of the feature? We could 
 re-announce it and just to see if it will interest someone. We could always 
 remove it if not... just give another chance.
Some time ago Per posted his experiences from that Freeciv and IIRC one of the
interesting things was: Don't make things for modders only/add only stuff that
_you_ want to have in the game and that _you_ use. Per will be able to correct
me if I'm wrong :)

- Kreuvf



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Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
I do not mean code-complexity. It's the gameplay itself that's getting too
complex IMHO. There is enough stuff in the game that you have to worry 
about.

Some time ago Per posted his experiences from that Freeciv and IIRC one of 
the
interesting things was: Don't make things for modders only/add only stuff 
that
_you_ want to have in the game and that _you_ use. Per will be able to 
correct
me if I'm wrong :)
- Kreuvf

Well, the idea was to give that feature second(or first?) chance, without 
disrupting current too complex gameplay.
It could be promoted into core game or purged after that, as it's clear for 
me that mod-only feature (effectively unused) will not  live long...
That's is the only option I see in contrast to removal...


i-NoD 


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Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread Stephen Swaney

There is no question that different armor values for front/side/rear
hits more closely models the real world.  And it would certainly add
to the tactical nuances of the game.  Good things, IMHO.

HOWEVER:

Right now the movement code makes a droid circle and expose what would
be its most vulnerable sides instead of retreating backwards.  Until
this is changed, side values are a defect.

People are arguing we can fix this and that and add some more code and
all is well.  No, we can't.  Manpower is limited.  The two biggest
problem areas are the netcode and movement/orders.  Better to focus
our attention on refactoring those areas than make promises for future
features.

If you want to work on this, make a branch.  This is a prime example
of what branches are for.  We look forward to your work.

Bottom line: simple is better.  Take it out.

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


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Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
Fine, I got you point and will not object more.
And I already have one branch to keep up and there is no point to spread up 
even more. 


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[warzone2100-dev] [Warzone 2100 Trac] #1614: Possible to start building of sixth cyborg factory in campaign

2010-02-19 Thread Warzone 2100 Trac
#1614: Possible to start building of sixth cyborg factory in campaign
-+--
Reporter:  Emdek |Type:  bug  
  Status:  new   |Priority:  major
   Milestone:  2.3   |   Component:  Data: Scripts
 Version:  2.3 beta 10   |Keywords:   
Operating_system:  All/Non-Specific  |   Blockedby:   
Blocking:|  
-+--
 I've managed to start building sixth cyborg factory in campaign (gamma,
 mission 6). When it was done then game frozen (not crash) with 100% CPU
 usage on one (virtual) core. I've started to build 3 cyborg factories (3
 were already done before).

-- 
Ticket URL: http://developer.wz2100.net/ticket/1614
Warzone 2100 Trac http://developer.wz2100.net/
The Warzone 2100 Project
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[warzone2100-dev] [Warzone 2100 Trac] #1615: Overwriting Autosave with full save game slots leads to lost of last save game

2010-02-19 Thread Warzone 2100 Trac
#1615: Overwriting Autosave with full save game slots leads to lost of last save
game
-+--
Reporter:  Emdek |Type:  bug  
  Status:  new   |Priority:  major
   Milestone:  2.3   |   Component:  other
 Version:  2.3 beta 10   |Keywords:   
Operating_system:  All/Non-Specific  |   Blockedby:   
Blocking:|  
-+--
 When we have all slots in save game menu already used and we create new
 save in place of Autosave entry then last save game will be lost after
 next launch of game (or probably when game is auto saved).
 Maybe it could be possible to allow more save games (in my case current
 limit is not enough, im saving game up to 9 times per mission sometimes)
 and display them in pages (like other things that do not fit on single
 screen)? And yes, we can manually copy saves to another directory, but it
 is not comfortable and not everyone knows that.
 And is there somewhere option to disable autosave?

-- 
Ticket URL: http://developer.wz2100.net/ticket/1615
Warzone 2100 Trac http://developer.wz2100.net/
The Warzone 2100 Project
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[warzone2100-dev] [Warzone 2100 Trac] #1616: View Frustum Culling

2010-02-19 Thread Warzone 2100 Trac
#1616: View Frustum Culling
---+
 Reporter:  i-NoD  |  Owner:  
 Type:  bug| Status:  new 
 Priority:  major  |  Milestone:  3.0 
Component:  Engine: Graphics   |Version:  svn/trunk   
 Keywords:  clipping, culling  |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+
 Here is a small patch to enable the aforementioned feature for trunk.
 Could be easily adapted for 2.3 too.
 What's for: currently WZ uses very simple algorithm (in clipXY() ) based
 on the distance between the tested point and player on the grid, it
 doesn't care if user actually sees the point (OpenGL will remove redundant
 data anyway, but it's still better to not process it beforehand). While
 it's not a problem for current low-poly graphics or/and when you've turned
 shadows off, it helps much in case with high-poly graphics and shadows on
 - we will process tiles that are actually visible on screen.

 The feature was stripped of some extensive functionality due to
 optimizations (like sphere bounding). To do less calculation every frame
 clipVFC() is based and guarded by whole clipXY() framework, effectively
 skipping processing of distant tiles. Also, you don't want to use
 clipVFC() when you do need clipXY(), consider 'shake screen' functionality
 with building that exploded behind you (so it's not visible on screen) is
 still triggering shakes.

 Based on code from:
 http://robertmarkmorley.com/opengl/frustumculling.html (hint: use Time
 Machine)

-- 
Ticket URL: http://developer.wz2100.net/ticket/1616
Warzone 2100 Trac http://developer.wz2100.net/
The Warzone 2100 Project
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Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread buginator
On 2/18/10, Per Inge Mathisen per.xx...@gmail.com wrote:
 Hello,

  In my effort to clean up the basic engine definitions, I would like
  remove the armour hit sides. This was added a while ago by Watermelon,
  and to my best knowledge it has never been used for anything useful or
  interesting, nor do players keep this in mind while playing or make
  use of it while micromanaging their units. It does, however, waste
  some memory for each game object, and we could get rid of some code
  complexity by removing this feature. So unless anyone complains, I
  will rip it out.


While it is a good idea, it really wasn't finished, and implementation
was pretty much at a standstill, and lots would have to change to make
good use of this code.

The same can be said about multi-turrets which still isn't really
finished, and still is possible to make crappy looking units.

Perhaps it is best to remove it, and those that want to improve this,
just make a patch.

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[9641] branches/2.3/win32/__BUILD_SCRIPT

2010-02-19 Thread buginator
On 2/19/10, Giel van Schijndel m...@x.eu wrote:

 None of these ^^ commits are necessary.

  Using another HOST_TRIPLET than mingw32 can be achieved by specifiying
  HOST_TRIPLET=${whatever_you_want} as command line argument to
  __BUILD_SCRIPT.

Well, while not 100% necessary, it didn't really make sense to keep
setting the HOST_TRIPLET, when it was always the same thing for both
of the people that built the windows builds.


  Using a non-default distributor (remember that configure.ac already
  uses UNKNOWN as its default) can be accomplished by specifying
  --with-distributor=$distributor as command line argument to
  __BUILD_SCRIPT.

  The build script will pass *all* its arguments to the ./configure
  script, so no special hacks are required to pass paramters to
  ./configure. Furthermore all arguments of the form \w+=.* (e.g.
  VAR=val) will cause environment variables of that name to be
  overridden.

This didn't work, in win32/ I did: ./__BUILD_SCRIPT
--with-distributor=blah and it would error out with unknown option.
That is why I did it like that.

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[warzone2100-dev] [Warzone 2100 Trac] #1617: Game will not start (skirmish mode) [proj_UpdateKills] Experience increase out of range

2010-02-19 Thread Warzone 2100 Trac
#1617: Game will not start (skirmish mode)  [proj_UpdateKills] Experience 
increase
out of range
-+--
Reporter:  lritc...@…|Type:  bug  
  Status:  new   |Priority:  major
   Milestone:  unspecified   |   Component:  other
 Version:  unspecified   |Keywords:   
Operating_system:  All/Non-Specific  |   Blockedby:   
Blocking:|  
-+--
 game crashes afte selecting map and entering board to begin game play

-- 
Ticket URL: http://developer.wz2100.net/ticket/1617
Warzone 2100 Trac http://developer.wz2100.net/
The Warzone 2100 Project
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