Re: [Warzone-dev] WZ status?

2005-11-25 Thread Qamly
 crap.  This would have to be
> >>fixed if we want to add some more features more easily, like a lobby and 
> >>what
> >>not.  While it can be done via what we have now, it is a huge PITA!
> > I have not looked at it. Can someone explain (or better, put in the
> > wiki) how the GUI system works now?
>
> The worst thing about that GUI stuff is that there is no packing
> code in it (all widgets have to be placed manually).
> I have code for this somewhere but I didn't look close enough
> at that part of warzone code to find a smooth way of integrating
> it.

There is also the issue of having to make modifications to the scripting
engine (well, text file)  to add entries.  It should be able to dynamically make
it.   My idea was just to add another GUI layer, to be able to handle this.
This would allow us to make for example a lobby type interface with
all the things we need to handle I/O, instead of the lame way it does it
now.  It would be like a new self contained package.



>
> >>6)Game play changes.  In short, NO.  Don't break anything, since it
> >>was balanced for the most part.
> > I agree.
>
> Yes.
>
> >>7) Mods.  Come up with a nicer way to handle these.
> > That is on my TODO list as well.
>
> That's the same topic as taking advantage of PhysFS.
>
> > The biggest problem is the map editor. Without a working map editor,
> > this project is dead, and working on anything else is pointless. And I
> > really do not feel like working on the map editor or a new map editor
> > on my own. I was really hoping that you would take care of the map
> > editor, and the news that all the work you put into it is lost and we
> > still just have the crap inherited from Pumpkin was a huge blow to my
> > enthusiasm.

Ack!  :(  Though it was still the same crap from Pumpkin, I just fixed the
hardcoded ways that they did for 16bit. We DO have the editor though.

>
> Qamly, how much time would it take for you to rewrite the updates you
> did to the map editor ? I guess it would be the first step. Second step
> would be making it run under Wine for Linux users so we don't have to
> hurry rewriting the whole tool.

It took me around 1 week to fix the old one, so it wasn't that hard to do.
Have you tried to see if it runs on wine now?  Coyote uploaded the last
working version of the Worldedit32 on wztoys site.



> And while there's no map editor, people could concentrate on creating
> new textures/models/sounds. That would make the game better.

There *IS* a editor, well, 3 of them. 2 from pumpkin, 1 that does wdgs
(EditWorld), and the other that dumps all data out to a directory (WorldEdit).
Then the modification that I did Worldedit32 which is basically WorldEdit
that runs on 32bit desktop (true color) with PNG support, and creates .wz
files.
EditWorld could only do MP maps, though the code is almost identical to
WorldEdit, they played hide & seek with menu options, so you couldn't
create campaigns with it.
WorldEdit could do MP maps and campaigns.


> Best regards,
>
> Rod.

Later all...
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[Warzone-dev] WZ status?

2005-11-24 Thread Qamly
Just trying to get up to date a bit, and I answered most all the
e-mails I had, and
some things in the dev-list.

I see Per is the only one working on the project, and this has not
change correct?

So I guess this will be aimed at Per. :)

Per, what is your next thing you want to get done?  I know in the past
you said that a
lack of communication is part of the problem, but I haven't seen a
post from you on the
dev list explaining what you are working on, or planning to do.

I will be back the next holiday (xmas) so I am basically useless.

What about the rest of you?

>From reading all the posts @ RTS, and my inbox, this is a short list
of the issues that
I have come up with, and they are in no particular order, which need to be on a
TODO list.  I know with only 1 person working now on the project, that Per will
do what he wants, this is only a list compiled by me from feedback.
I didn't see that we have a TODO list, so I just started one, in case someone
wants to join up and help out. :)


1) FMVs.  What to do about them.  More about this in forums @ RTS.

2) Next official release.  We do not have a official release using the
newer data
package.  People are still using 2.0.2.2 with .wdg.   We do NOT need bug reports
that deal with that version, it is very old.  We DO need bug reports
for 2.0.2.3 &
the current stuff.

3) GFX improvements.  Grim did 1 tileset, and we need the others
converted/updated
as well.  Speeder says he can help out via a post @ RTS.  I explained
what he could
do, but maybe it would be nice if someone could compile him a binary
for him, since
I tried, and I couldn't due to the error I posted.

4)Netplay.  Some people are saying that it gets out of sync.  When I
tried some games,
I couldn't get that to happen, so I assume it only happens on longer
than 15 min games.

5) GUI.  The way it is done now, is.. crap.  This would have to be
fixed if we want to
add some more features more easily, like a lobby and what not.  While
it can be done
via what we have now, it is a huge PITA!

6)Game play changes.  In short, NO.  Don't break anything, since it
was balanced for
the most part.

7) Mods.  Come up with a nicer way to handle these.

Anyone want to add things?
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Re: [Warzone-dev] Re: [Warzone-svncheckins] Revision 352: Commit in tags/2.0.2.3 (22 files)

2005-11-24 Thread Qamly
On 10/25/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> On Monday, 24 October 2005 at 23:37, Per Inge Mathisen wrote:
> > On 10/24/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> > > On Monday, 24 October 2005 at 22:56, Per Inge Mathisen wrote:
> > > > On 10/24/05, Christian Ohm at BerliOS <[EMAIL PROTECTED]> wrote:
> > > > > Run ./autogen.sh and add all generated files.
> > > >
> > > > Why?
> > >
> > > To have a working configure script in the release.
> >
> > You do not have to put it in the svn repository for that. Just add
> > them to the distributed tarball.
>
> This way everything that gets distributed is in SVN.
>
> > For 2.0.2.3 you have to do this by hand, but this is not a big deal.
> > For the latest version (which is everywhere else called trunk), this
> > is simply done by running 'make dist'.
> >
> > Anyway, not a big deal. If you want to release it now, go right ahead.
>
> I can make a tarball, but...
>
> > Do we have a windows installer ready?
>
> I don't think so. I guess Qamly was going to make that, but it seems
> like he is busy again...
>

Coyote has the installer I made, and both linux & windows versions are up
on the FTP site, they just never made it into the 'official' release category,
 before I left.  (I explain this in another post)

It was said that 2.0.2.3 still needed some work before a release, and I did
notice a few changes were made, though not anything code related.

I posted the info on how to upload it to the 'official' area on Berlios if
someone wants to do that. The only thing needed was to upload it to
the incomming area of the main FTP site, and just edit the release
info.
  Or if not, then Coyote has it on wztoys site.

Oh, that reminds me, the Berlios project FTP site where we have the stuff
  on now, that is shared with the webspace.  The release files are in a
separate FTP site, and those do NOT count as our quota, as I understand
it.

The linux tarball is in
:ftp://ftp.berlios.de/pub/warzone/beta_test/wz_package/linux/
The windows executable is in: (binary only)
ftp://ftp.berlios.de/pub/warzone/beta_test/wz_package/windows/
And the data that both need was in :
ftp://ftp.berlios.de/pub/warzone/beta_test/wz_package/data/

The windows installer is on wztoys, maybe Coyote can give a direct link.

While the installer is not needed, you could download the windows binary
data, and the data set, and that will work out to be the same, but without
a fancy installer.  It don't matter which you get.

Lastly, also on RTS, was a post about the shuttle being the wrong
size.  This has to do with wrong data and or missing files.  I don't
got the time
to dig into this more, but Coyote was the first one to find this issue back
when he tested for me.

2.0.2.3 that I played, up to mission 9 went as plan, with nothing wrong
AFAICT.
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Re: [Warzone-dev] Re: [Warzone-svncheckins] Revision 346: Commit in trunk/tools

2005-11-24 Thread Qamly
On 10/25/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> On Tuesday, 25 October 2005 at 16:21, Mike Gilmore wrote:
> > Greetings,
> >
> > This is my first time using mailman, so I hope I do everything right...
> > Here goes...
>
> Looks right to me :)
>
> > Personally, I would recommend against a conversion of WorldEdit to work in
> > Linux.  WorldEdit has many, many, many, ..., many issues and I think that a
> > new one should be built ground-up if anyone is ambitious enough to make the
> > conversion.
>
> I think the plan is to keep WorldEdit working, so people can make maps
> that work with the new data formats, but not port it to Linux.
>
> > Even the Pumpkin developers said the version of WorldEdit they used to
> > create the campaigns was extremely unstable.  Even the WorldEdit program
> > that they released to the end users (a slightly simpler version than theirs
> > with less campaign-specific functionality) was pretty buggy and would
> > frequently crash during regular use.
> >
> > I don't know how many of you have actually looked at WorldEdit's source,
>
> Only Qamly, I think.

Yes, and he is pretty much right, the code for it uses outdated stuff.
(MFC & DX 5/6).  I *think* Rodzilla was going to try to make a new
editor, but I dunno if he is still working on this, or if he is still active
on the WZ project.

> > Also, WorldEdit was created with MFC (VERY windows specific), which pretty
> > much axes ANY hopes of directly porting it over to Linux.  Really,
> > WorldEdit is a big ugly mess and I don't want you guys to waste your
> > precious time working on something that really isn't worth it right now.
>
> I don't think anybody is seriously thinking about porting it to Linux.

I was looking at doing it, but it would require lots of work.

>
> > But when it gets to the point where the Dev. Project needs more/better
> > development tools, then WorldEdit should be revisited.  And by this, I mean
> > TNT'd and completely rebuilt from the ground-up.  We could also get rid of
> > Pumpkin's Microsoft Access development tool and integrate it into
> > WorldEdit, with a GUI script editor.  That would be pretty cool :)
>
> Get started, then :)

Yes! :D

>
> Seriously, this needs input from those making maps (apart from someone
> to program it), so a feature list might be a good start.

While I am not a map maker, the people that do make maps, know all the
issues with the editor.  They have used it after all to create all the maps
that are out there.   RBL-4NIK8r (and others, like Coyote) have used it
to create many maps, and it seems it was workable enough, but you
would have to ask them for more specifics.  The only real change that
I did was
to make it run on a 32bit desktop & add PNG support & finally, the last thing
I did was to make it so it with stick the maps in a .wz package.  Other than
that, it is the same editor, with all the same bugs it had before.  I didn't
touch the logic at all, just loading/saving routines, and display routines.

>
> > >There is one really large file (test.bmp, 45MB, a 4800x4800 bitmap,
> > >black wtih dark grey border) that takes most of the used space (90MB
> > >because a copy is in .svn). Is this file used for anything? Even if it
> > >is, it looks so simple it could be regenerated by a few lines of code...
> >
> > Well, a few thousand lines of code, you mean?
>
> No. Just a "fill this 45MB with dark grey, and then fill the middle
> (yeah, not quite) with black" kind of thing. Easy.
>
> > The bmp is just an overhead WorldEdit screen dump of the map "Rush."  You
> > can safely get rid of it, it serves no purpose.
>
> OK. Then I'll delete it. Anything else in there that's useless?

Whoops!  I didn't see that file in the original archive, or I would
have axed it.
That is what I get for being in a rush. :(
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Re: [Warzone-dev] world edit windows

2005-11-24 Thread Qamly
On 10/26/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> On Tuesday, 25 October 2005 at 21:38, kim metcalfe wrote:
> > i have the only working copy of the world editor (32 bit) .wz capable.
> >   the source that qamly was using was lost in a hdd crash on his brand
> > new 200 gb drive.  any one wishing to experiment - let me know.
>
> So what Qamly uploaded to SVN is just the unmodified source code that
> was included in the source release? Damn. That's pretty useless...
>
> > as for making a new editor... we need some coders that will be able to
>
> New coders... new coders... no, lets not go down that road...
>
> --
Useless in what way?  That is the original code unfortunately. :(  However,
before, it was never there, and if it was there, it would have been saved
when I made the changes instead of keeping only a local copy.

It still would have been necessary to convert it to a 'crossplatform' state,
since linux people would need it to make new maps/missions.
Though with it being MFC & DX hell, it wasn't really easy to convert in
the first place, and I did the bare minimum by adding 32bit support, and
as was requested, support for adding maps via a 'drop in process'.
It is still usable now, it does have PNG support, but it just can't be updated.
  :(  Yes, it really blows that a new HD dies, and it is even worse
that I didn't
  have a backup before the HD went belly up.
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Re: [Warzone-dev] logo

2005-11-24 Thread Qamly
On 10/28/05, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
> On 10/28/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> > Hey, anybody fancy a new logo for the berlios site?
> >
> > http://xs52.xs.to/pics/05435/wz-gpl-logo2.gif
>
> I think the GPL letters are too big compared to the Warzone text.
> Perhaps slightly better than the existing logo, but not much. Not
> enough to warrant a change. What would be really nice would be if
> someone could make a logo for both website and for the game which
> looks identical (but of course in two different sizes).
>
>   - Per

Yes, that would be a nice thing to have.  Maybe someone can do this,
so the logos will look the same in game, and on the site.
I dunno if he is willing to do it, but from the artwork I have seen from
Virgil, he can push those pixels pretty well.  Though I think that is more
abstract stuff.  Strata also can draw well by looking at the Art Gallery
  section in RTS.
I would have suggested that Grim may be able to help, but it seems that his
artwork is being removed according to a post in RTS.  I dunno if I will get a
answer to my query on why it is being removed, before I leave again, today.

I didn't see anything mentioned on the dev list, and the IRC logs are pretty
much dead, and no kevin or kevinsbot logging anything, so I don't know
what happened to get Grim's stuff removed.

The post on RTS is  "Just one more day"
And Elric said " My brothers new tile set will only be posted for one
more day.so if you want it you better get it."

Does that mean he is deleting all his artwork from the project, or that
specific tileset or ???
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Re: [Warzone-dev] Linkerproblems on Windows...

2005-11-24 Thread Qamly
On 11/15/05, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
> On 11/14/05, Anonym001 <[EMAIL PROTECTED]> wrote:
> > Im using Dev-Cpp, the MingW Compiler on Windows2k servicepack 4
> >
> > What to do?
>
> You can either look at my old Dev-Cpp project file for
> inspiration(http://www.leftist.net/perrin/Warzone.dev), or use msys to
> compile (which I recommend).
>
> The latest sources are in branches/crossplatform, although I am not
> sure if the latest version does build on Windows right now without
> changes (have not tested it).
>
>   - Per

No, as of 11/24/05, it don't compile with msys/mingw.

To the OP, If you look at the makefile.raw, there are some macro flags that
 need to be set while compiling.  For example -DYY_STATIC, and there are
 a few others.  Then I am guessing it may work.

Right now, as I posted just before this message, there seems to be a
 missing file, so dunno how it even compiles on linux.
(strres_lexer.l:23:27: strres_parser.h: No such file or directory)
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Re: [Warzone-dev] Re: [Warzone-svncheckins] Revision 359: Commit in branches/crossplatform (14 files)

2005-11-24 Thread Qamly
On 11/20/05, Ben Russon <[EMAIL PROTECTED]> wrote:
> sendai at BerliOS wrote:
>
> >Date: Friday, November 18, 2005 @ 10:22:01
> >  Author: sendai
> >Revision: 359
> >
> >Fix Windows compile. Patch by RodZilla.
> >
> >
> >
> You mean... Warzone will compile on windows now!!! yay... Now I just
> might be able to make it work...
>
> Ben Russon
>
> ___

I just tried, and no, as is with the latest SVN version, it will not compile.
Here are some of the errors:
strres_l.o strres_l.c
strres_lexer.l:23:27: strres_parser.h: No such file or directory
strres_lexer.l: In function `strres_lex':
strres_lexer.l:62: error: `strres_lval' undeclared (first use in this function)
strres_lexer.l:62: error: (Each undeclared identifier is reported only once
strres_lexer.l:62: error: for each function it appears in.)
strres_lexer.l:64: error: `TEXT_T' undeclared (first use in this function)
strres_lexer.l:75: error: `QTEXT_T' undeclared (first use in this function)
lex.strres_.c:682: warning: label `find_rule' defined but not used
strres_lexer.l: At top level:
lex.strres_.c:1661: warning: 'yy_flex_realloc' defined but not used
make: *** [strres_l.o] Error 1

I am guesing that missing file will fix it though.
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Re: [Warzone-dev] 2.0.2.3 warzone installer file

2005-11-24 Thread Qamly
I didn't see any responses to this, so this is what you do.
@ Berlios site, log in as admin, then under File releases, pick edit/add,
then you can upload files anonymously with FTP to the incoming
directory on ftp.berlios.de. Once you have the files uploaded, you can
then create releases of your packages.

2.0.2.3 is already there, it just hidden.  Then you select the name of
the file that you uploaded in the above directory, and you select
'warzone-testing'
package, then under that, you will see 2.0.2.1, 2.0.2.1, and 2.0.2.3 with .3
being 'hidden'  Just make it 'active' via pull down menu, and go through
the steps they have... looks simple enough.

If I may ask, do you know how many people have downloaded 2.0.2.3 from
wztoys?

On 10/30/05, kim metcalfe <[EMAIL PROTECTED]> wrote:
> warzone2100v2.0.2.3.rar = 32.8 MB (34,402,304 bytes)
>
>
> i asked this question previously and received no answer.  where do i
> upload it to.  The file was made by qamly just prior to him having to
> leave for his job site ( will be gone untill next holiday or so.)
>
> if the space is needed on the berlios site  - i can host it on the
> wztoys site. if you all dont mind.
>
> let me know.
> thanks
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[Warzone-dev] Re: [Warzone-svncheckins] Revision 346: Commit in trunk/tools (510 files)

2005-10-23 Thread Qamly

- Original Message - 
From: "Christian Ohm" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, October 23, 2005 5:18 PM
Subject: Re: [Warzone-svncheckins] Revision 346: Commit in trunk/tools (510 
files)


> On Saturday, 22 October 2005 at 23:34, Victor Qamly at BerliOS wrote:
>> Date: Saturday, October 22, 2005 @ 23:13:48
>>   Author: vqamly
>> Revision: 346
>>
>> Adding some of the tools for this project, that never got added.
>>
>> WorldEdit : only works on windows platform.  Also needs ORIGINAL libs 
>> (inculded) to compile correctly)
>>
>> PiePlugin (3ds Max -> .pie converter.  Which is used for the .pie formats 
>> of 3d models used in game.
>>
>> BSPIMD - Loads IMD, Generates BSP tree, saves IMD with BSP infomation.
>
> Hey, wasn't it you who complained that data in SVN would take up way too
> much space? The WorldEdit Directory is 123MB large... :)
>

Yes, It is pretty big, since it has all the data files and all.  However, 
this was requested, and
this needs to be converted if you ever want to see any more maps or 
campaigns for Warzone.
So I just stuck everything I have in the tools area.

Oh yes, and speaking of space, please don't forget that the FTP storage area 
(anonymous)
+ web site BOTH eat at our 100MB limit.

AFAIK, we don't have that limit in the project space @ berlios.










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Re: [Warzone-dev] Authors.txt --PLEASE READ & RESPOND!

2005-10-21 Thread Qamly

- Original Message - 
From: "Christian Ohm" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 21, 2005 6:50 PM
Subject: Re: [Warzone-dev] Authors.txt --PLEASE READ & RESPOND!


> On Thursday, 20 October 2005 at 17:47, Qamly wrote:
>
> Here's my rewrite of AUTHORS (by the way, I guess you will name the
> files "README", "Changelog", and "AUTHORS" without the .txt extension?)
>
Forgot to mention that we do need extensions for windows users.
Since 99.9% of them use a GUI, and files with no extension, they don't
have a clue how to open them.  So I figured linux people wouldn't mind
if we did AUTHORS.txt README.txt and so on.  We could have 2
sets of files, both with and without extensions, but I think that is a
waste.



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Re: [Warzone-dev] README.txt --PLEASE READ & MODIFY

2005-10-21 Thread Qamly

- Original Message - 
From: "Christian Ohm" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 21, 2005 7:16 PM
Subject: Re: [Warzone-dev] README.txt --PLEASE READ & MODIFY


> On Thursday, 20 October 2005 at 17:47, Qamly wrote:
>
> My comments on the README (partly also applies to the info screen you
> mentioned in another mail):
>
>> 
>> Warzone 2100 GPL
>> Version 2.0.2.3 (beta)
>
> Beta?

Yeah, it is always beta.  On Berlios, it states BETA stage also.

>
>> 0) Welcome back !
>
> Remove the "0)" (or the whole line).
>
>> Warzone 2100 was an innovative 3D real-time strategy game back in 1999, 
>> and most
>> will agree it didn't enjoy the commercial success it should have had. The 
>> game's
>
> "Most will agree"? Sounds too subjective to me.
>
>> source code was liberated on December 6th, 2004, under a GPL license (see
>
> "Liberated" is a bit biased, too. How about "released"?
>
>> COPYING in this directory for details). Soon after that, the Warzone 2100 
>> ReDev
>> project was formed to take care of its future.
>
> "ReDev"?

Whoops... should be Warzone 2100 GPL

>
>> Our goal is to make warzone run on all possible platforms. Therefore, we
>> stripped the original code of all proprietary technologies and replaced 
>> them
>> with cross-platform and free equivalents, like OpenGL, OpenAL, etc... 
>> Right
>> now, Warzone 2100 works very well on Windows and GNU/Linux, and we have 
>> even
>
> Remove "even".
>
>> heard of it running on BSD with no particular issue.
>
> Add "It should be able to port it to most little-endian platforms where
> the required libraries are available with little effort."
>
>> What you get here is the early product of our collective work. We're not 
>> pros,
>> we just like the game, so bear with us, and feel free to join us if you 
>> think
>> you can do better.
>
> Replace by "Unlike Pumpkin Studios, the current developers aren't
> working on Warzone 2100 professionally, and if we don't meet your
> expectations be patient or join us if you think you can help us."

Sounds good.


>> We are in need of coders, testers, and gfx (both 2d textures & 3D
>> modelers) people
>> for ALL platforms (windows, linux, mac...)  so tell your friends!
>
> "We do need coders and testers for all platforms."
>
> Well, I think we should concentrate on the code right now, if we don't
> find enough people to make replacing models and textures feasible. But
> maybe add some blurb about that as well.

I just thought if some artists want to join up, they can, coders can still
be working on code, and the artists can take their time doing new
tilesets and or models.

>
>> This project is located here:
>> http://developer.berlios.de/projects/warzone/
>> Warzone fan site forums are here:
>> http://www.realtimestrategies.net/forums/index.php
>> You'll have most chances to find us in the development section.
>
> "Our website is located at http://warzone.berlios.de.

Who did the banners for that?  They need to be changed.
I rather leave this out, and just have the link project link instead,
then if they want to go to the homepage, they can hit the link.


>
> To contact us, write a mail to our mailing list:
> [EMAIL PROTECTED]
>
> You can also use the forums at
> http://www.realtimestrategies.net/forums/index.php, or try to catch us
> on IRC: [EMAIL PROTECTED]
>
> Our bugtracker is located at
> http://developer.berlios.de/bugs/?group_id=2909.";
>
>
>> Also PLEASE report all bugs you may find to either:
>> bugtracker @ http://developer.berlios.de/bugs/?group_id=2909
>> or if you dislike that, then post in the forums @
>> http://www.realtimestrategies.net/forums/index.php
>> or send it to our mailing list @
>> warzone-dev@lists.berlios.de
>>
>> Be as detailed as possible, and note the revision number of the
>> game.
>>
>> Thanks!
>>
>>
>> 
>> 1) Command-line options.
>>
>> Note, command line options apply to BOTH windows & linux users.
>> For windows users, you can make a shortcut and if game is install on
>
> "... shortcut and if the game is installed in ..."

Think I will just make a shorcut for them instead, but the info still
applies.

>> c:\warzone, then the shorcut command line would be (for example):
>
> Replace the path with the one the installer uses by default.

OK


>
> "... shorTcut command line could be""

D'oh

>
> And it gets worse after that... I need more time to go over that, but I
> don't know if I have it this weekend... I'll follow up on this if
> possible...

Just a FYI, most of this stuff was copied from the original.  I slightly
changed a few things around.  Yes, we could use better 'wording'.





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Re: [Warzone-dev] Authors.txt --PLEASE READ & RESPOND!

2005-10-21 Thread Qamly

- Original Message - 
From: "Christian Ohm" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 21, 2005 6:50 PM
Subject: Re: [Warzone-dev] Authors.txt --PLEASE READ & RESPOND!


> On Thursday, 20 October 2005 at 17:47, Qamly wrote:
>
> Here's my rewrite of AUTHORS (by the way, I guess you will name the
> files "README", "Changelog", and "AUTHORS" without the .txt extension?)
>
> I can make files out of my changes, but first I wanted to hear opninions
> on it.

[see below]

>> Marcus Hasthast  ?hast at 
>> users.berlios.de
>> Rage   silentrage??   silentrage at 
>> users.berlios.de


Your correct, they haven't done any coding,  Chojun is Admin for RTS.net,
along with Kevin, so I can stick him up there.  Rage *was* gonna do some
gfx stuff, but I never did see anything that he did.
Hast, I *think* was/wanted to do coding, but don't think he ever did
anything.
I guess we leave them out? *shrug*


I slightly changed things around, how about this:

=
Original game developed by Pumpkin Studios, and published by EIDOS 
Interactive.

The Warzone 2100 GPL Development Team:

 Denis Dupeyron (charun)
Christian Ohm (cybersphinx)
Ben Russon (grizzly_37)
Henri Valta (henrivee)
Dion Mendel (noid)
Rodolphe Suescun (rodzilla)
Per Inge Mathisen (sendai)
Roman C. (troman)
Victor Qamly (vqamly)

Thanks for their contributions to:

Artist:
 Grim Moroe (grimandmandy)

Lead tester & WZ librarian :
  Kim Metcalfe (lav_coyote25)
Testers:
  Adam Holland (coppercore)
  Dennis Schridde (devurandom)

IRC & Forum Admin :  (irc.freenode.net #warzone) & 
(http://www.realtimestrategies.net/forums/index.php)
  Kevin Malec (kevin_010)
Forum Admin:
  Mike Gilmore (chojun) 
(http://www.realtimestrategies.net/forums/index.php)





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Re: [Warzone-dev] CHAGELOG.txt --PLEASE READ & MODIFY

2005-10-21 Thread Qamly
- Original Message - 
From: "Christian Ohm" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 21, 2005 6:32 PM
Subject: Re: [Warzone-dev] CHAGELOG.txt --PLEASE READ & MODIFY


> On Thursday, 20 October 2005 at 17:44, Qamly wrote:
>> Here is Change log.   Changes?   Fixes?
>>
>> submit changes via the file attached.
>> Or reply to here if got Q's first.
>
> I'd use the following, as I find it more readable:

Done.


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Re: [Warzone-dev] Comments about the project.

2005-10-21 Thread Qamly
On 10/21/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> On Thursday, 20 October 2005 at 18:40, Qamly wrote:
> > I guess they e-mail who they think is in charge of whatever platform.
> > If you read most of my stuff, I guess you can say I was the 'windows'
> > person in charge.  I am also the most vocal on the mailing list.  Or
> > at least I was.
>
> Hm. We should make it prominent to contact us through the mailing list
> (or whatever), not just individual persons.
>
> > > We could make a release plan and add that to our homepage, so we have a
> > > handy list with all steps needed for a release.
> > >
> > > I'll look at that, and will add that later.
> >
> > Ok,  sounds good.  I do want 2.0.2.3 to be released ASAP, before the weekend
> > is
> > out though.
>
> Ideally we should rework the website before the release, but I doubt
> I'll have enough time for that this weekend...
>
> Anyway, I'll add my first draft for the release procedure (comments and
> additions welcome):
>
>
>
>  Things to do for a release
> 
>
> Code:
> - Check the README, Changelog, AUTHORS (others?)
> - Hardcode the version number in src/frontend.c (or a header file?)
> - Remove everything SVN-specific (the call to svnversion)
>
> Website:
> - Check website if it's up to date with what is about to be released, and
> fix accordingly BEFORE the release.
> - Upload the files to Berlios
> - Announce the release on the website
>
> PR:
> Announce the release:
> - websites:
>  * RTS.net
>  * wztoys
>  * happypenguin.org
>  * linuxgames.com
>  * freshmeat.net
>
> - IRC topic
>

If everyone thinks we should wait,  Then we wait.  I will not be
around after Sunday though.  Work related stuff.


I guess the windows installer version can be done by Coyote, if he is
able.  If not, then I am not sure who will do it.
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Re: [Warzone-dev] Pre release version

2005-10-20 Thread Qamly
- Original Message - 
From: "Christian Ohm" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 20, 2005 10:41 AM
Subject: Re: [Warzone-dev] Pre release version


> Well, anyway, I think we need some clean versioning scheme. The current
> 2.0.2.3 doesn't imply "beta", while we still call it that. My preference
> currently is to continue with 0.XXX until 1.0 since with "Warzone 2100
> GPL" as the name the confusion shouldn't be too great (especially since
> it'll probably take a while until we actually reach 1.0).

I think that is wrong.  There IS a 1.x version already.  If we try to make
another 1.x version, then we have more confusion.

As I said in the other post, 2.x was made because we had a major
change in NET code, that made it NOT work at all with the original
1.x game.  This was done to prevent confusion.




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Re: [Warzone-dev] Pre release version

2005-10-20 Thread Qamly
- Original Message - 
From: "Christian Ohm" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 20, 2005 8:08 AM
Subject: Re: [Warzone-dev] Pre release version


> On Thursday, 20 October 2005 at  1:04, Qamly wrote:
>> On 10/19/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
>> > On Wednesday, 19 October 2005 at  1:20, Qamly wrote:
>> > > * I am using 'Warzone 2100 GPL release version 2.0.2.3' as the name
>> > > of the directory which it will be installed to.
>> > > Why? Warzone 2100 redev is lame IMO.
>> > > I also thought about 'Warzone 2100 GPL Development Team' which sounds
>> > > a bit better. On the main splash screen.
>> >
>> > "Warzone 2100 GPL". That sounds like the solution to the naming 
>> > problem.
>> >
>> 'Warzone 2100 GPL Development Team'  makes it sound more of a 'team'
>> project though.
>
> "Warzone 2100 GPL" for the game itself, and "Warzone 2100 GPL
> Development Team" for the project, I meant.
>
> Oh, and about the version number (sorry to beat so many dead horses...):
> Will we stay with 2.0.2.3? Have we published anything under 2.XXX yet? I
> only remember 0.2.2 and those before. If we now use the name "Warzone
> 2100 GPL" we could work against a 1.0 release, and continue now with
> 0.2.3 (and perhaps keep 2.0.2.3 as internal name, so the SVN tag is
> correct).
>

For what it is worth, I corrected the errors @ Berlios.
They are now named 2.0.2.0 - 2.0.2.3

The MAJOR number change from 1.0 to 2.0 was made because the NET code
would NOT work at all on people running 1.x.
The MINOR number is revision updates.


As for starting from 1.0 again,  if we do that, it adds to confusion with
the windows version which is also at 1.x.







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Re: [Warzone-dev] Comments about the project.

2005-10-20 Thread Qamly

- Original Message - 
From: "Christian Ohm" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 20, 2005 9:47 AM
Subject: Re: [Warzone-dev] Comments about the project.


> On Thursday, 20 October 2005 at  1:14, Qamly wrote:
>> Seeing as your the only one left (active), I guess your first thought
>> is correct, and nobody else cared--well besides that windows guy in
>> the rts.net forums, and the people who e-mailed me.
>
> Do you know why they emailed you and not the list (or forums or
> whatever)?

I guess they e-mail who they think is in charge of whatever platform.
If you read most of my stuff, I guess you can say I was the 'windows'
person in charge.  I am also the most vocal on the mailing list.  Or
at least I was.


>> If revision 400 needs data set 459, then it can get that specific
>> version.  Same with any branch that needs that specific set.
>
> Say we release 2.0.2.3 and then continue with changing all graphics to
> PNG. Now we find a bug in 2.0.2.3 where we need to change some of the
> data. How do you want to handle that? (Assuming, of course, that we keep
> all data revisions in SVN (and I think we should)).
>
> But there's one case where I think it makes sense to have a separate
> branch, and that's with new data. I.e. every source tree (branch... has
> the according data (based on the original, just with format changes
> etc.), and we have one data set in (e.g.) branches/new-data with new
> models, textures etc. and a note like "This data set needs at least
> revision XXX".

When we change something major, we would tag out a new version was
my way of thinking.  I just don't know how much space we have available,
and I don't like wasting resources when we don't have to.




> We could make a release plan and add that to our homepage, so we have a
> handy list with all steps needed for a release.
>
> I'll look at that, and will add that later.

Ok,  sounds good.  I do want 2.0.2.3 to be released ASAP, before the weekend 
is
out though.




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Re: [Warzone-dev] Getting this project back on its knees

2005-10-20 Thread Qamly
- Original Message - 
From: "Christian Ohm" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 20, 2005 7:52 AM
Subject: Re: [Warzone-dev] Getting this project back on its knees


> On Thursday, 20 October 2005 at  1:12, Qamly wrote:
>> On 10/19/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
>> > On Wednesday, 19 October 2005 at  1:30, Qamly wrote:
>> > > On 10/11/05, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
>> > > > On 10/11/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
>> > >
>> > > Speaking of access rights, for SVN at least, that is given to people
>> >
>> > Now you speak as if you are leading the project.
>>
>> Hmm..
>
> Mind you, I'm OK with that, if you want to do it. But I was under the
> impression nobody wanted to do it, and I think it needs to be done (at
> least until a few guidelines are established).
>

Feel free to do what you think is best.  I will not get in your way,
though I would run it by Grizzly, Per, Coyote, Troman, and whoever
else is left, if it is a major change.

The only thing I am trying to do right now is get 2.0.2.3 out the
door ASAP.


>> > What's wrong with removing those who don't do anything? If they want 
>> > to,
>> > they can be readded easily.
>>
>> The only thing wrong is some people will take that the wrong way.
>
> I's aks them beforehand - like "Hey, you are a member of the Berlios
> project, but haven't done anything there lately. As we are currently
> trimming the memberlist (it led some people to believe that we don't get
> done a lot for having 17 members), can we remove you, if you don't want
> to work on warzone in the near future? If you want to work on it later,
> just ask us to readd you."
>
Fair enough.  E-mail them and ask.  Seeing as 95% of them don't reply
to any mails anyway, I can see the list shrink down VERY fast.



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Re: [Warzone-dev] Comments about the project.

2005-10-20 Thread Qamly
- Original Message - 
From: "Christian Vest Hansen" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 20, 2005 9:01 AM
Subject: Re: [Warzone-dev] Comments about the project.


> Per Inge Mathisen wrote:
>
>>As for maps, what maps do we have
>>permission to distribute, apart from the standard ones?
>>
>>  - Per
>>
> Have you guys asked lav_coyote? his mars maps are rather good.
> ___

Yes, he also makes good maps.
Will he submit some?  Maybe.
I guess people should be more careful with what they say to
people who are a valued asset.






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Re: [Warzone-dev] Comments about the project.

2005-10-20 Thread Qamly
- Original Message - 
From: "Ben Russon" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Cc: "Per Inge Mathisen" <[EMAIL PROTECTED]>; 

Sent: Thursday, October 20, 2005 5:59 AM
Subject: Re: [Warzone-dev] Comments about the project.


> Qamly wrote:
>
>>Seeing as your the only one left (active), I guess your first thought
>>is correct, and nobody else cared--well besides that windows guy in
>>the rts.net forums, and the people who e-mailed me.
>>
> Hey! I'm here! :) I just never successfully got warzone to compile(might 
> have to play with it again some more) and have been to busy to fiddle with 
> it much lately... And with the project crashing down around me(seems that 
> way anyway...), I've not been quite sure what to do so I've chosen to keep 
> relatively quiet...
>
> However... I would be happy to help any way I can! just let me know, if 
> you have something you could use help with... maybe I'll sit down and try 
> compiling warzone again, then I might even try doing some coding...
>
> Well, anyway
>
> I'll talk to you later!
>
> Ben Russon

Yes, I know your still here.  I meant the above comment in terms of active
coder.

While the project may crashing down, I still hope to release this next 
version ASAP,
so if you can read & respond to the last batch of messages about the 
readme/authors
and whatever else is missing file, that would be great!







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Re: [Warzone-dev] Comments about the project. (SVN)

2005-10-20 Thread Qamly
On 10/20/05, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
> On 10/20/05, Qamly <[EMAIL PROTECTED]> wrote:
> > Anyway, I fixed it now.  Sorry about this.  I also see there is really
> > no way to 'delete' (obliterate), so I ended up killing all the files,
> > and then just did a copy of the revision with the backports into
> > tags/2.0.2.3
>
> I really think we ought to restructure our repository to follow the
> "standard" svn model. That means, current development in trunk/,
> frozen snapshots in tags/, and dead-end or to-be-merged-in-later
> development in branches/. It is really messed up now.

I looked into this, and seems we would have to svnadmin dump
everything out first, then use svnadmin load to fix it the way you
prefer.  This will save all the info in the logs and what not.

The only issue is I have NO idea how much space we got in our shell
accounts, so we can do this.  I did e-mail them and asked, but not
sure if they will be back in time.  Perhaps you should e-mail them, or Grizzly.


>
> > > Then please explain how we are to deal with format changes and
> > > multiple branches. I will soon change all the graphics files to png,
> > > and then, if we had one data branch, all the other branches would
> > > break.
> >
> > If revision 400 needs data set 459, then it can get that specific
> > version.  Same with any branch that needs that specific set.
>
> So what if the release branch needs a bugfix for some data files that
> are different in the development branch? This is not at all
> implausible.
>

We still could do this, and for every release, we tag the data, and if
it needs changing, we do it this way.  Yes, we would have to backport
some fixes doing it this way.

Otherwise, I can see us eating up LOTS of HD space, and I am not sure
at all what the limit is.
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[Warzone-dev] README.txt --PLEASE READ & MODIFY

2005-10-20 Thread Qamly
Here is the README.txt file that is going to be included.

Mark changes in the FILE, and send it to me.
You can also reply to this message with changes, but also do this in FILE.

Thanks.



Warzone 2100 GPL
Version 2.0.2.3 (beta)


0) Welcome back !

Warzone 2100 was an innovative 3D real-time strategy game back in 1999, and most
will agree it didn't enjoy the commercial success it should have had. The game's
source code was liberated on December 6th, 2004, under a GPL license (see
COPYING in this directory for details). Soon after that, the Warzone 2100 ReDev
project was formed to take care of its future.

Our goal is to make warzone run on all possible platforms. Therefore, we
stripped the original code of all proprietary technologies and replaced them
with cross-platform and free equivalents, like OpenGL, OpenAL, etc... Right
now, Warzone 2100 works very well on Windows and GNU/Linux, and we have even
heard of it running on BSD with no particular issue.

What you get here is the early product of our collective work. We're not pros,
we just like the game, so bear with us, and feel free to join us if you think
you can do better.

We are in need of coders, testers, and gfx (both 2d textures & 3D
modelers) people
for ALL platforms (windows, linux, mac...)  so tell your friends!

This project is located here:
http://developer.berlios.de/projects/warzone/
Warzone fan site forums are here:
http://www.realtimestrategies.net/forums/index.php
You'll have most chances to find us in the development section.

Also PLEASE report all bugs you may find to either:
bugtracker @ http://developer.berlios.de/bugs/?group_id=2909
or if you dislike that, then post in the forums @
http://www.realtimestrategies.net/forums/index.php
or send it to our mailing list @
warzone-dev@lists.berlios.de

Be as detailed as possible, and note the revision number of the
game.

Thanks!



1) Command-line options.

Note, command line options apply to BOTH windows & linux users.
For windows users, you can make a shortcut and if game is install on
c:\warzone, then the shorcut command line would be (for example):
c:\warzone\warzone.exe -window -800x600
You can also run it via a command window by opening it up, and the cd to
the correct directory (c:\warzone in this case) and type :
warzone -window -800x600

For linux users:
Once the game is installed (see INSTALL in this directory), you can run it by
changing to its directory and typing './warzone'. Here's a few of the most
common command line options :
-fullscreen : runs in a full-screen window
-window : runs in a window
-WIDTHxHEIGHT : runs at WIDTH times HEIGHT resolution, replace WIDTH
and HEIGHT with your dimensions of choice. Beware, though,
as it needs to be a resolution supported by your X server.

Note that you do need to type the dash in front of the option, like this :
./warzone -fullscreen -1280x960
(this is my prefered mode).

The fullscreen/window modes and the resolution are stored, so they only need to
be specified once, or when you want to change them. So,
./warzone
will start in fullscreen and in 1280x960 because this is what I specified just
before (remember ?).

For more groovy command-line options, check src/clparse.c (yes, we promise we'll
document this properly some day).


2) Configuration

For windows users:
This game uses the registry for most settings.  So no need to worry about a
config file.

For linux users:
When you start Warzone 2100 for the first time, a '.warzone2100' directory
is created in your home directory. A certain number of files are also created in
it, the most important being the one called 'config'. In case you are upgrading
from a previous version and experience problems, try and remove this
'~/.warzone2100/config' file.

3) Videos

We do NOT have permission to distribute the original game videos.
The videos were made using a custom RPL codec by Eidos, which is also used
in most of their other early games, like Tomb Raider.  There is no codec
as far as we know for linux people.  There is one for windows, but at this
time, we do not play them either for windows, even if you have the videos
on your HD.  You will hear the sound from the videos if you have the videos
installed.


4) Music

As the original game music is part of the data that was not liberated, we are
reintroducing music, but in a different way. We use a playlist system that can
point to any ogg or mp3 file in you filesystem. This is still experimental, and
we are gradually making this more usable.

The following playlists are read, in this order, and only the first playlist
found is used :
- ~/.warzone2100/music/music.wpl
- /music/music.wpl

Playlist example :


[game]
path=.
shuffle=yes
neo

[Warzone-dev] Authors.txt --PLEASE READ & RESPOND!

2005-10-20 Thread Qamly
warzone-dev@lists.berlios.de

PLEASE modify the attached file, and fix whatever is wrong/missing.

This is what I have so far.

If you want changes, then MODIFY THE FILE, and send that back to me.
And yes, I know some people did nothing for the project, but are still
listed.   If you do not think they should be here, then fine, delete the line
in the FILE, and send it to me.
=
Original game developed by Pumpkin Studios, and published by EIDOS Interactive.

The Warzone 2100 GPL Development  Team  (in no particular order):

Ben Russon grizzly_37Admingrizzly_37 at
users.berlios.de
Kevin Maleckevin_010 IRC adminkevin_010 at
users.berlios.de
kim metcalfe   kgmetcalfeWeb Designer kgmetcalfe at
users.berlios.de
Per I Mathisen sendaiDevelopersendai at
users.berlios.de
Roman C.   tromanDevelopertroman at
users.berlios.de
Christian Ohm  cybersphinx   Developercybersphinx at
users.berlios.de
Rodolphe Suescun   rodzilla  Developerrodzilla at
users.berlios.de
Victor Qamly   vqamlyDevelopervqamly at users.berlios.de
Grim Moroe grimandmandy  Artist   grimandmandy at
users.berlios.de
Dion Mendelnoid  Original Porter  noid at users.berlios.de
Adam Holland   coppercoreTester   coppercore at
users.berlios.de
Dennis SchriddedevurandomTester   devurandom at
users.berlios.de
Denis Dupeyron charunebuilds  ?   charun at
users.berlios.de
Mike Gilmore   chojun??   chojun at
users.berlios.de
Marcus Hasthast  ?hast at
users.berlios.de
Henri Valtahenrivee  ?henrivee at
users.berlios.de
Rage   silentrage??   silentrage at
users.berlios.de
Original game developed by Pumpkin Studios, and published by EIDOS Interactive.

The Warzone 2100 GPL Development  Team  (in no particular order):

Ben Russon grizzly_37Admingrizzly_37 at 
users.berlios.de  
Kevin Maleckevin_010 IRC adminkevin_010 at 
users.berlios.de   
kim metcalfe   kgmetcalfeWeb Designer kgmetcalfe at 
users.berlios.de 
Per I Mathisen sendaiDevelopersendai at 
users.berlios.de
Roman C.   tromanDevelopertroman at 
users.berlios.de 
Christian Ohm  cybersphinx   Developercybersphinx at 
users.berlios.de 
Rodolphe Suescun   rodzilla  Developerrodzilla at 
users.berlios.de 
Victor Qamly   vqamlyDevelopervqamly at users.berlios.de
Grim Moroe grimandmandy  Artist   grimandmandy at 
users.berlios.de 
Dion Mendelnoid  Original Porter  noid at users.berlios.de 
Adam Holland   coppercoreTester   coppercore at 
users.berlios.de  
Dennis SchriddedevurandomTester   devurandom at 
users.berlios.de 
Denis Dupeyron charunebuilds  ?   charun at 
users.berlios.de
Mike Gilmore   chojun??   chojun at 
users.berlios.de 
Marcus Hasthast  ?hast at users.berlios.de  

Henri Valtahenrivee  ?henrivee at 
users.berlios.de  
Rage   silentrage??   silentrage at 
users.berlios.de 




[Warzone-dev] CHAGELOG.txt --PLEASE READ & MODIFY

2005-10-20 Thread Qamly
Here is Change log.   Changes?   Fixes?

submit changes via the file attached.
Or reply to here if got Q's first.

==
2.0.2.3 - 20051023
* First version that supports the new data package of .wz files.
* fix for hidden memory overrun in texture code.
* infinite loop fix for audio code
* Added hack to disable shadows.
* Added fps meter.
* Added map preview
* Added new features for mp/skirmish games games:
* Added:
-ctrl-tab objects-only radar view   (done)
-shift-tab ally-enemy radar view(done)
-make wz remember last used ip for 'enter ip' dialog box (done)
* Fixed:
-allies must be visible in multiplayer/skirmish (done)
* Other:
-fixed double/empty multiplayer msgs
-added routine to process console commands (they start with '/' right now)
-added mostly for my own debugging purposes: dbg_console(); DbgMsg();
*Put back closing of OpenAL context on Windows only (#ifdef WIN32).
This is related to bug #4967.
* More Compiler warning fixes.
* Added shadow code
* Many other fixes.  For details, please check SVN log.



2.0.2.2 - 20050728
* LAST version that supports the old data package .wdg files.
* More Compiler warning fixes.
* Fixed a few assert-related problems.
* Lots of lex/yacc related fixes.
* Fixed a crash with missing videos
* Fixed a wrong function definition / call in multiint.c.
* Fixed crash with international characters.
* Fixed memory release crash.
* Removed the last traces of stubs.c in both ivis directories (and thus fixed
building the software renderer with automake).
* Check that video mode can actually be set.
* Changed the static makefiles to build the OpenGL version by default. Use
GFX=software for the software renderer.
* It is now possible to compile the game with g++ using the -fpermissive
compiler flag.

2.0.2.1 - 20050716
* .net bug fixes.
* Music sample rate fix.
* New: Shuffle mode for playlists.
* Fixed tile-related crash.
* Removed useless culling code.
* Moved MatScale function into the ivis lib.
* Configure fix: OpenAL is required, not optional.
* More code cleanup.
* gcc4 fixes (thanks to Matze Braun).
* Fixed problem with power plant effect.
* Now use rand() for shuffle mode in playlist on all platforms.
* Fixed sound-related crash on exit.
* Fixed crash when saving without any available sound device.
* Fixed a division by zero.
* Made the banner ad only display on pause, since having it on all the time is
really annoying.
* --enable-debug removed from configuration options for the time being.
* Changed playlist syntax. Replaced '[track1]' and '[track2]' with less cryptic
'[game]' and '[menu]' tags.
* Removed some no-more-needed verbosity during playlist parsing.
* Reverted to wdg data file format, which re-enabled technology levels 2 and
3, plus more maps.
* More sample musics from Neos in order to demo the new shuffle mode.
* Cleaned-up (kinda...) JPEG backdrops used for backgrounds in OpenGL.

2.0.2.0 - 20050625
* Code cleanups and minor bug corrections.
* Correction of a bug that prevented network games between Windows and Linux
machines. Windows-only or Linux-only network games were unaffected.
* Music support added. See README.
* Merge of source and data tarballs.
* Video sequences removed (they can't be used anyway).
* "Thump-thump" of the oil-pumps toned down a bit.
* COPYING (oops !), README, CHANGELOG and AUTHORS added to base directory.

2.0.1.0 - Initial release
* Based on the code liberated on December 6th, 2004.
* Proprietary technologies replaced by SDL, OpenGL and OpenAL.
* Network implemented using SDL-net.
* Zoom enhancements (increased range and control using the mouse wheel).
2.0.2.3 - 20051023
* First version that supports the new data package of .wz files. 
* fix for hidden memory overrun in texture code.
* infinite loop fix for audio code
* Added hack to disable shadows.
* Added fps meter.
* Added map preview
* Added new features for mp/skirmish games games:
* Added:
-ctrl-tab objects-only radar view   (done)
-shift-tab ally-enemy radar view(done)
-make wz remember last used ip for 'enter ip' dialog box (done)
* Fixed:
-allies must be visible in multiplayer/skirmish (done)
* Other:
-fixed double/empty multiplayer msgs
-added routine to process console commands (they start with '/' right now)
-added mostly for my own debugging purposes: dbg_console(); DbgMsg();
*Put back closing of OpenAL context on Windows only (#ifdef WIN32). This is 
related to bug #4967.
* More Compiler warning fixes.
* Added shadow code
* Many other fixes.  For details, please check SVN log.



2.0.2.2 - 20050728
* LAST version that supports the old data package .wdg files.
* More Compiler warning fixes.
* Fixed a few assert-related problems.
* Lots of lex/yacc related fixes.
* Fixed a crash with missing videos
* Fixed a wrong function definition / call in multiint.c.
* Fixed crash with international characters.
* Fixed memory release crash.
* Removed the last traces of stubs.c in both ivis directories (and thus fixed
bui

[Warzone-dev] We got the OK for 9 maps.

2005-10-20 Thread Qamly
Good news!

RBL-4NiK8r has given us permission to include his maps in the package!

A big THANKS to RBL-4NiK8r!
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[Warzone-dev] Re: [Warzone-svncheckins] Revision 326: Commit in trunk/prerelease/branches/crossplatform (29 files)

2005-10-19 Thread Qamly
On 10/19/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> On Wednesday, 19 October 2005 at  7:11, Victor Qamly at BerliOS wrote:

> > Note, you need new data set which I will release shortly (for menu).
>
> Why don't you do this in the branch, and change the data accordingly?
> Why do people have to wait for a new data release that will happen at
> some undefined time in the future? (Apart from the question "Why should
> all changes on the branch be ported here instead of doing stuff there?")
>
Do what in branch?  Upload the dataset?  You *can* still use the
original .wz set I have, but it will have 'error text' in the menu
option.

I didn't upload the data to svn, since a) Per is/has done it, and b)
It will be up soon.  It isn't as if everyone wants this version *NOW*,
they can wait a few days while I stick all the stuff in it that I
need.  (music, maps, all the readme files and so on--I can REALLY use
some help on this, check out how the other releases were done, and
start modifing.  )
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Re: [Warzone-dev] Re: [Warzone-svncheckins] Revision 318: Commit in branches/crossplatform (3004 files)

2005-10-19 Thread Qamly
On 10/18/05, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
> On 10/18/05, Ben Russon <[EMAIL PROTECTED]> wrote:
> > One thing I would comment(please don't take this as critisism or complaint),
> > I think it should not be on the same path as the main source, so that it can
> > be downloaded, but doesn't automatically come with the source...
>
> Then what happens if you change the format of some data files? Some
> branches will break and others will not. We need to keep them
> together.
>
>   - Per

Huh?  If some revision of the source code requires a certain set of
data, they can always get that specific revision from svn...
Or am I not understanding what you mean?
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Re: [Warzone-dev] Comments about the project.

2005-10-19 Thread Qamly
On 10/19/05, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
> On 10/19/05, Qamly <[EMAIL PROTECTED]> wrote:
> > Well, I am back, did you miss me? :D
>
> Yes. Welcome back.
>
> > First some comments,
> > I see there was very little movement at all on the pre-release version,
> > except fromTroman.  Not quite sure why this is, since everyone did
> > have write access to it.
>
> I must say I was rather confused by warzone/trunk/prerelease in the
> repository. I would expected to find a copy of the source in the root
> of this path, but instead I find a full copy of the entire repository
> duplicated there?? I wanted to ask how this was supposed to work, and
> then you disappeared. I apparently overlooked your "be back in some
> weeks" message and thought we lost another person :-(
>
> I see now through the most recent commits that you apparently just use
> the warzone/trunk/prerelease/branches/crossplatform part of the copy.
> I will backport my bugfixes there ASAP. However, I would really
> appreciate if you could clean up this mess.

I don't understand how this happened.  I specified a revision, and
then shortly thereafter, berlios went down, and didn't come back up
until 1 hour or so later.  Then I looked, and  it seemed ok, but I
checked out that certain path.

Anyway, I fixed it now.  Sorry about this.  I also see there is really
no way to 'delete' (obliterate), so I ended up killing all the files,
and then just did a copy of the revision with the backports into
tags/2.0.2.3

That one worked ok, and I did the same thing... ::shrug::




>
> > Anyway, I see Per has been busy, um...tinkering with code, which I
> > have no problems with, however, it would have been more appropriate
> > to not submit major changes to the code, until it is working on all
> > platforms.
>
> Criticism accepted. My commit was a bit hasty, but at the time I was
> working under the assumption I was alone in the world and nobody else
> cared, so why not just plunge ahead...


Seeing as your the only one left (active), I guess your first thought
is correct, and nobody else cared--well besides that windows guy in
the rts.net forums, and the people who e-mailed me.



>
> > The other issue with the data set.
> > The forum poster is correct, the data should have been stuck in
> > branch/data, and not the same path as the source code.
>
> Then please explain how we are to deal with format changes and
> multiple branches. I will soon change all the graphics files to png,
> and then, if we had one data branch, all the other branches would
> break.

If revision 400 needs data set 459, then it can get that specific
version.  Same with any branch that needs that specific set.


>
> > #1 thing to get done though is the release of 2.0.2.3.  PLEASE stop
> > working on everything else, and only work on the pre release version
> > so we can kick that out the door and we can then move on.   My plan is
> > to release this THIS WEEK, since I will
> > be more than busy again shortly.
>
> I will backport some bugfixes, then concentrate on fixing the physfs
> problems, if you don't mind. If there is anything in particular you
> want me to look at in the prerelease version, let me know.
>
>   - Per

Yes, thanks for this.
Note, I copied it to tags/2.0.2.3

The only stuff we need now is the things I posted in the other mail
about this new 2.0.2.3 release.  (ie, readme, change log, and that
sort of stuff.  I also need to know what music and maps to install
with the game.

The data package will have some maps and music, and will be for both
linux & windows users.
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Re: [Warzone-dev] Getting this project back on its knees

2005-10-19 Thread Qamly
On 10/19/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> On Wednesday, 19 October 2005 at  1:30, Qamly wrote:
> > On 10/11/05, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
> > > On 10/11/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> >
> > Speaking of access rights, for SVN at least, that is given to people
>
> Now you speak as if you are leading the project.

Hmm..

>
> > who can show they can do good patches, we can't just give SVN access
> > to everyone who asks without knowing what they will do.
>
> But we can give access to people that have sent useful patches, and then
> just trust them not to misuse their access. If you can't trust people to
> do that, why even make them project members? Having access control is a
> form of control for me (something I was accused of wanting to exert).

Yes, I said if they have good patches, they should get access to svn. 
However, granting anyone access rights on trivial patches shouldn't
be done IMO.  I am in the side of prove to us that you can do a
somewhat good job with the patches, then they should ask for
access, and then the team member decide.


> What's wrong with removing those who don't do anything? If they want to,
> they can be readded easily.

The only thing wrong is some people will take that the wrong way.


> > Yes, we need more people to do action (ie code/test/gfx work) than
>
> Just to reiterate: That's what I think the current course won't bring,
> and my proposed changes will.
>

And I hope you are wrong.
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Re: [Warzone-dev] Pre release version

2005-10-19 Thread Qamly
On 10/19/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> On Wednesday, 19 October 2005 at  1:20, Qamly wrote:
> > * I am using 'Warzone 2100 GPL release version 2.0.2.3' as the name
> > of the directory which it will be installed to.
> > Why? Warzone 2100 redev is lame IMO.
> > I also thought about 'Warzone 2100 GPL Development Team' which sounds
> > a bit better. On the main splash screen.
>
> "Warzone 2100 GPL". That sounds like the solution to the naming problem.
>
'Warzone 2100 GPL Development Team'  makes it sound more of a 'team'
project though.

Hmm.
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Re: [Warzone-dev] Getting this project back on its knees

2005-10-18 Thread Qamly
On 10/11/05, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
> On 10/11/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> > [ ... ]
>
> I agree pretty much on all the snipped points.
>
> > - Trim the member and admin list.
>
> Add those who work on the game to the admin list, remove those who
> don't. By work I mean anything that they need berlios access to do,
> such as committing code or artwork.

I don't think everyone should get full admin rights.  Committing code
to the SVN doesn't need admin rights.  For artwork, I don't know what
is involved with that, but I really doubt admin access is needed for
that either.   I know there are difference levels before you need full
admin rights, perhaps one of those will suffice?   The docs are
lacking @ berlios the last time I looked, but perhaps someone with
more experience can speak up.

Speaking of access rights, for SVN at least, that is given to people
who can show they can do good patches, we can't just give SVN access
to everyone who asks without knowing what they will do.

> It does not matter if the "member" list is long, it is just an
> advantage that people have accounts on berlios connected to the
> project in some way, for bug reports etc..

The issue with the member list being big, is people *THINK* that they
are all active, which is clearly not the case.  I wish there was a
"inactive" flag we could use.  I know I have gotten responses along
the lines of ...with 17 members, you guys can't do whatever?
So right now, it would be 3 active, and 14 inactive (or whatever).

> > Now, to show that this wasn't just empty talk, I'll volunteer for
> > manager. Not a manager, but the manager (or project leader, that sounds
> > better). It seems as nobody else wants to do it anyway. So I'll lead,
> > following what I wrote above, and everyone else can just keep on coding
> > stuff.
>
> I am not sure that is what is needed right now. First of all I think
> we need to concentrate on the coding effort, and try to keep some
> distance between that and the old fan forums on rts.net, which can be,
> let us say, rather unconstructive at times. The rts.net forums are
> still linked as the berlios homepage for this project, and I think
> that is very bad. We have a new wiki homepage, and it should be used
> instead.
>
>   - Per

Yes, we need more people to do action (ie code/test/gfx work) than
people that can do the blah blah.   Though some people can do the blah
blah better than others. ;)

A wiki is NO replacement for forums, and we clearly need forums to
communicate with as many people as possible.  The mailing list & bug
tracker are just not good enough, and are limiting.  While posting
bugs in the bug tracker is nice, lots of people don't do this for
whatever reason, and to ignore (or flame) them is just foolish.

Yes, I know (most) all about RTS.net, and how some people feel about
certain things/users, but rts.net is a RESOURCE, and we can't afford
to go without it, without a suitable replacement.  Like it or not,
that IS the place that brought us all together.   That is still the
place people goto to talk about WZ issues, and so putting up with
naysayers and or flamers is just a fact of life.  Even new forums
wouldn't fix those kinds of people, they will follow no matter where
forums are located.

CopperCore offered both a IRC channel and forums for the project,
(hosted on a nice system, and I think he said FTP space also) and
nothing came of it.  I only recall 2 people who were for the idea the
times he brought it up.  Then he got sick of the crap as you can see
with his last post @ rts.net.
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Re: [Warzone-dev] Getting this project back on its knees

2005-10-18 Thread Qamly
On 10/12/05, kim metcalfe <[EMAIL PROTECTED]> wrote:
> Not meaning to be nasty or impertinent... but what exactly have you
> done coding wise... sorry if this seems to be a question i should know
> the answer to already..but i dont.  i havent seen a lot of coding from
> anyone except per and rod... and when he was not busy with real life -
> qamly.please list the contributions you have done. please. thanks.
>
Wow, you remembered me. :)  Anyway, a record of what people have done
is available via SVN logs.  Although those logs are always truthful,
you should at least get a picture of what each user is doing.

>
> and to feel as if this is spiraling out of control - what do you
> expect - we are all having lives  - and not every one can just do this
> and that on a moments notice... and the distances involved and the
> differenses in time zones... its a wonder its lasted as long as it
> has...
>
> just an observation.

This is true.
This isn't a job, and nobody is and nobody will ever be paid, at least
not in the conventional sense with $$.  For most, this is a hobby, and
they like the game, and they wish to contribute in some way, and most
coders that I know work on things they like and or want to fix or
improve, that is when they are not getting paid (as in coding for a
job which they may not like, but have to do.)
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Re: [Warzone-dev] Getting this project back on its knees

2005-10-18 Thread Qamly
On 10/15/05, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Hi!
> I hope I am "allowed" to write my opinion even if I have away since long time.

Why wouldn't you be 'allowed' ?


> So an important thing that needs to be done/changes is following (IMO):
> _Decide_ on administrative changes.
> Get someone to actually _do_ it.

Well, not to sound harsh, but duh!  That *IS* the problem.  We DON"T
have enough people actually DOING things, yet we have allot of people
doing the 'blah blah' thing.  (which I say again, it can be a good or
bad 'blah blah')

Here is a little example.   While in IRC,  Rodzilla and I were
chatting about improving the way WZ handled the data set, and we felt
it was much more difficult than it had to be.  There was no easy way
to change the data without recompiling the data again and again to
make new wdgs.  Needless to say, we both thought it was a good idea to
come out with something different.  This was the start of the .wz
package.
Was I asked to do this?  No.  I saw a NEED to do it, and set out to do
it.  I did post about it in the forums & mailing list, and had the
usual feedback, which wasn't that great mind you.
Well, after spending some time on WDG format, I first wrote a
decompiler that would decompile everything in the wdg file.  Not just
what wdg explorer did, I mean everything.  Did I ask Rodzilla or
anyone else if I should make this decompiler?  Did I post about this
on the mailing list?  No.  I just DID it.
Then came the actual loading routines, once that was done, I had to
make sure that all the decompiled wdg files worked OK.  Coyote was the
ONLY one that wanted to help in this task during the beta stage.
After that was done, next task was to get it to work on linux, after a
few talks with Rodzilla about this, I finally got that out of the way,
and THEN I submitted it to SVN.  It worked for both linux & windows.

Now, I didn't have any documentation, but I still did it anyway.
Rodzilla didn't have any documentation when he first did the openGL
routines, but he still did it anyway.


Documentation while it may have helped wasn't really needed, if you
are motivated to do something, you do it, you don't find excuses
instead.

Oh, and while I happened to hit the reply button on your post, what I
said goes for what others have talked about also in this thread, it
isn't aimed only at you.
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Re: [Warzone-dev] Getting this project back on its knees

2005-10-18 Thread Qamly
On 10/16/05, Rod <[EMAIL PROTECTED]> wrote:
> Christian Ohm wrote:
> > On Thursday, 13 October 2005 at  6:33, Rod wrote:
> >
> >>Sure this project needs organisation, but it needs
> >>motivated contributors first.
> >
> >
> > But how do you get motivated contributors, if there is no organisation?
> >
> > For example, there was a Daniel Herring who sent two patches (or two
> > variations of one), but noone has answered him. Do you think he will
> > send more patches?
> >
>
> I sent him an answer.
>
> Unfortunately, I'm no more a "motivated contributor".
> And I'm not the only one.
>
> Maybe a fork would save the project.
>
> Best regards,
>
> Rod.

Hey Rod...and what was the answer?  Was his patch/info/advice right or wrong?

Oh no.. he said the F word! ;)


Christian ,I don't know if you noticed or even read my last mailing
but I am sure by the time you read this that you will know that I was
AFK for awhile.  Which is why you will see a avalanche of traffic on
the mailing list. :D  This is the main reason why I haven't responded
to anyone.  I got tons of mail I have to reply to.  I guess we could
have a auto responder at least telling people we got the mail, and
then stick the mail in the queue if whoever would know about whatever
the issue is, is not around...
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Re: [Warzone-dev] Getting this project back on its knees

2005-10-18 Thread Qamly
On 10/12/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> The problem is: I don't want to work on this project the way it is going
> now. That's not what I want to spend my time on (and it looks like most
> potential contributors think the same way). So I have a choice: Give up
> on it, or try to change things so this project is more welcoming (or
> something, I hope you get what I want to say). I chose the second
> option. I don't need the manager job. But I think the project needs one,
> and I haven't seen anyone else who wanted to do it. If you all think
> there's no need for that, then so be it. I'll just spend my time on
> other things. I don't want the job if I get no support from everyone
> else.
>
> And I don't intend to just command people to do stuff, but right now
> it's just not a rewarding experience to do anything here.
>

Isn't this a catch-22?  You don't want to do anything with the project
as it is now, but then you want to fix this project by doing 'blah
blah' ?
What I mean by this is fine, you become "manager".  Simply by being a
manager doesn't mean anything.  You can't order people around in these
type of projects.  If you try to lay a flow chart, some people will
follow it, and others will not.  What do you do with them, kick them
out?
For example, lets say you want everyone working on whatever.  Then a
member (or even not a member) is not interested in doing that, but
they instead wanted to work on something_different.  What do you do in
this case?


The main problem is that we don't have enough people, coders that
actually code, we don't have gfx people that want to work on gfx, and
we don't have testers testing.
The ones that we did have, have either been insulted/flamed, or they
got tired of doing the work all by themselves, or are busy, and don't
have lots of time to contribute.
To get more people to join the project, it has been said to release
more versions.  So this is the 'plan' right now, 2.0.2.3 is going to
be released shortly.  You want to contribute, check the bugs in forums
& bug tracker, and see if you can have a patch ready to go.  If that
is not your thing, then check SVN logs, and apply the bug fixes that
are missing from branch to trunk.  If neither of those, then we could
use a nice readme or install how to, or maybe even gameplay or..or..


We do gots lots of 'blah blah', which is needed at times, but it gets
to be annoying if it is the same old stuff over & over.  Actions speak
louder than words.  Also note, there is good 'blah blah' and bad 'blah
blah'.  I leave it to the end user to decipher which is which. :D
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Re: [Warzone-dev] Getting this project back on its knees

2005-10-18 Thread Qamly
On 10/16/05, Christian Ohm <[EMAIL PROTECTED]> wrote:
> On Thursday, 13 October 2005 at 16:04, Robert Schuster wrote:
> > I am sorry if this sounds offensive for you but I think you are too much
> > influenced by the idea that a free software projects needs traditional 
> > values
> > like control.
>
> It's not about control, it's about a direction.
>
> > > But the coding needs a goal, no?
> > Does it?
> > For whom?
> > IMHO nobody is obliged to anyone.
>
> OK, perhaps the coding doesn't need one. But why pubish your code at
> all, then?
>
> I think the project needs a goal. (OK, you can get philosophical here
> and say "But why can't it just be?") And I assumed this to be somewhat
> traditional, where you have (more or less) frequent releases, a homepage
> that is (more or less) up to date and answers most questions people
> might have, people answering the remaining questions, people writing
> code, people reviewing patches from others, all that stuff. A friendly,
> welcoming environment, so to speak. Where differences of opinion are not
> just stated, but lead to a resolution (more or less) all can live with.
>
> That's what I wanted to work towards. Not "controlling" the project.
>
> But I guess I'm alone with that view.
>

Not at all.

The homepage should greet people, and encourage people to join up.

If you wish to do this on the wiki, which is I guess our new homepage,
then go right ahead.  I for one would be glad to see someone update
the page with useful info/link whatever is needed.  Most all that you
mentioned above would be nice in the homepage.

As for project direction, guess I will make a new thread about this.
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[Warzone-dev] Pre release version

2005-10-18 Thread Qamly
Hello all!


Pre release version 2.0.2.3  is going to be the main focus to get it
out the door, so perhaps we can get more help here.

A few things about this release,  (new) maps will be included,
although only a few, since nobody wants to send us .lnd files so I can
convert them.  Also, how & what role does GPL play on data files?  The
source files that made the data files don't have to be included correct?

All patches that I and Troman did have been merged into the codebase.
(so map previews now work), along with the other stuff Troman
mentioned in the SVN logs.

There is a new menu option for shadows, that really is just a quick
hack to turn them on/off.
There is a new FPS counter that is always active via keypress defined
via left ctrl-f1, but you can change it to anything you want.
Some more changes to .wz code, but no use talking about those it seems.


What we need:
  * whatever patches that are in the branch that were NOT merged in. 
Looks like the ones Per did. And no, I don't mean the physfs ones.  I
mean the bug fixes.

* I am using 'Warzone 2100 GPL release version 2.0.2.3' as the name
of the directory which it will be installed to.
Why? Warzone 2100 redev is lame IMO.
I also thought about 'Warzone 2100 GPL Development Team' which sounds
a bit better. On the main splash screen.

*for the INFO screen  I have :
"Welcome !

Warzone 2100 was an innovative 3D real-time strategy game back in
1999, and most will agree it didn't enjoy the commercial success it
should have had. The game's source code was liberated on December 6th,
2004, under a GPL license.
Soon after that, the Warzone 2100 GPL Development Team
project was formed to take care of its future.

What you got here is the early product of our collective work. We're
not pros, we just like the game, so bear with us, and feel free
to join us!

We are in need of coders, testers, and gfx (both 2d textures & 3D
modelers) people for ALL platforms (windows, linux, mac...)  so tell
your friends! 

This project is located here:
http://developer.berlios.de/projects/warzone/
forums are here:
http://www.realtimestrategies.net/forums/index.php
You'll have most chances to find us in the development section.

Also PLEASE report all bugs you may find to either:
bugtracker @ http://developer.berlios.de/bugs/?group_id=2909
or if you dislike that, then post in the forums @
http://www.realtimestrategies.net/forums/index.php

Thanks!

 The Warzone 2100 GPL Development team."

* for license, going to be GPL (duh)


* a new readme , changes, install, and I guess authors, though I don't
know if we should list all 17 members or not, or skip it.  I could
care less, but others might like their name in the file.
Right now, they are the same as the old one.

Oh, and lastly, please say which music files we should include.

And *PLEASE* when you reply to this with any fixes and or changes or
whatever, do so in PLAIN ASCII, no HTML, no MIME, since if I have to
modify anything, I want to copy & paste, now edit out all the HTML &
MIME crap out.
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Re: [Warzone-dev] option to turn shadows off

2005-10-18 Thread Qamly
On 10/11/05, Dobai-Pataky Balint <[EMAIL PROTECTED]> wrote:
> hi,
>
> there should be an option to turn shadows and 16M color off (i think
> this came wirh the png tiles).
> i know people, playing warzone2100 svn revision, before these changes,
> so they can get about at least 25 fps.
> if they use the current revision, they get about 5 fps.
> so i think there should be switches to turn these features off,
> they may be commandline options.
>
> best regards
>
I put together a quick hack to disable shadows.  This will be a menu option.
The patch will be in the current pre-release version, soon to go public.
I also stuck in a FPS meter just so you can get a better idea on the fps.
The default key for this is left ctrl f1.  Of course, you can change this.

About 16M colors, actually, you are using them now even with the pcx
tileset.  Everything got converted over to it.  The only other thing
that PNG does it take up a bit more memory.  AFAIK, the original game
required  32MB VRAM,  of course, the bigger screen you play on, the
more VRAM it uses, so they may have to play @ 640x480 to work with a
32MB VRAM card.

Also note, the keymap file must be deleted first, before starting the game.
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[Warzone-dev] Comments about the project.

2005-10-18 Thread Qamly
Well, I am back, did you miss me? :D

First some comments,
I see there was very little movement at all on the pre-release version,
except fromTroman.  Not quite sure why this is, since everyone did
have write access to it.

If you recall back a few months, the same thing happened when
people had write access to trunk, and branch, yet only trunk got the
fixes, and branch was neglected, which is why everyone got locked
out of trunk.  Now the same thing has happened with some fixes only
going into branch, and not trunk.

So I spent some time and fixed a few things, and added a hack to
disable shadows as was requested multiple times.  (more detailed
description of things fixed later.)
On that note, there is no need to insult/flame me (us) with hate mail
because of new features that were added, just because your video
card is fill rate limited, or system is too slow, or the fact you didn't like
XXX change.  Constructive criticism is accepted, flames are not.


Anyway, I see Per has been busy, um...tinkering with code, which I
have no problems with, however, it would have been more appropriate
to not submit major changes to the code, until it is working on all
platforms.  This is what I did with .wz code before I submitted it.  (I will
comment more on this in another post to keep things separate.)

Mind you, I don't expect Per to fix compiling for  VC, since he don't
have access to this.
I do expect for the makefiles to be updated though, since as I see in
the forums, and my inbox.  Yes, this is trivial for most of us, but some
people need help with this it seems.

If people can't get it to even compile (or work) on a certain platform,
then they can't contribute.
By contribute, this could be, give us some code/patches, or good/bad
comments.  Either way, it is a contribution.  There is also a difference
between negative feedback, and flames.

The other issue with the data set.
The forum poster is correct, the data should have been stuck in
branch/data, and not the same path as the source code.  This can be
fixed though.  Just got to find a move command. :)

Now I got to read up on all the other mails I have missed, so you can
expect some more comments shortly.

#1 thing to get done though is the release of 2.0.2.3.  PLEASE stop
working on everything else, and only work on the pre release version
so we can kick that out the door and we can then move on.   My plan is
to release this THIS WEEK, since I will
be more than busy again shortly.  (Again, I will follow up on this
about this release, so don't reply to this message about 2.0.2.3.)
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