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

2012-02-19 Thread Per Inge Mathisen
On Fri, Feb 17, 2012 at 3:10 AM, buginator buginato...@gmail.com wrote: Because we have lots of events being called (and more being added all the time) that not every script should be forced to implement just to make the warnings disappear. Eh ? You are inviting bugs then, as can be seen by

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

2012-02-16 Thread Per Inge Mathisen
On Thu, Feb 16, 2012 at 2:49 PM, Christian Ohm chr@gmx.net wrote: It looks to me that change adds a warning if we call any undefined function. I noticed this behaviour already when I used a wrong function name, and it took a bit to find the problem, since the game just silently ignored

Re: [warzone2100-dev] -dev eats mails

2012-01-24 Thread Per Inge Mathisen
On Tue, Jan 24, 2012 at 8:42 PM, Christian Ohm chr@gmx.net wrote: On Monday, 23 January 2012 at 21:04, buginator wrote: Eh ? where did this come from, I see no mail from dak180 anyplace, so no idea what the context of this was. Seems they get eaten by the mailing list. So what now?  A new

[warzone2100-dev] Unused techs

2011-12-26 Thread Per Inge Mathisen
The current MP tech tree contains a lot of techs that cannot be researched, since none of their prerequisites are ever enabled. Unless someone objects, I will be pruning the tech tree and remove them. - Per ___ Warzone-dev mailing list

Re: [warzone2100-dev] Building both the Qt and SDL version

2011-12-26 Thread Per Inge Mathisen
I think the default version (which is going to be SDL, barring sudden bugs) should be the warzone2100 executable. - Per On Mon, Dec 26, 2011 at 5:56 PM, Christian Ohm chr@gmx.net wrote: https://github.com/cybersphinx/warzone2100/commits/master builds both versions (if the needed stuff is

Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 4a227a: Add a map preview tool, fix various things in tool...

2011-07-27 Thread Per Inge Mathisen
On Wed, Jul 27, 2011 at 2:40 AM, nore...@github.com wrote:  Add a map preview tool, fix various things in tools/map. I'm not sure what editor you use, but it totally screws up indentation. Please fix it. I'm not sure why cmake was chosen. It seems a bit out of place. It also does not build

[warzone2100-dev] Reorganization of maps

2011-07-11 Thread Per Inge Mathisen
As I am nearing completion on my savegame port, I see the need to reorganize the way map / savegame files (hereafter only called map files) are stored and mounted for increased sanity and clarity. This is the plan: 1) All map files contain a map name.ini file - this replaces the current map

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

2011-07-09 Thread Per Inge Mathisen
On Sat, Jul 9, 2011 at 6:21 PM, buginator buginato...@gmail.com wrote: Note, it seems that the license for this stuff is Apache 2, and that doesn't mesh well with our license, so, I believe, that we can't have this in our repo. It doesn't look like having static or dynamic version of this

[warzone2100-dev] Test post

2011-07-01 Thread Per Inge Mathisen
Ignore me. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

[warzone2100-dev] Campaign resource loading

2011-05-08 Thread Per Inge Mathisen
WIP proposal on how to redesign the campaign loading: New Campaign menu - list of menu items, loaded from directory campaigns, one ini file describing each. In addition, the old campaign, since it is unlikely that we will finish porting it in time for a stable release. Tutorial menu - list of

Re: [warzone2100-dev] Campaign resource loading

2011-05-08 Thread Per Inge Mathisen
On Sun, May 8, 2011 at 8:34 PM, Christian Ohm chr@gmx.net wrote: Is the ini loader able (to be hacked) to ignore _() around string values? Then we could just have lines like name = _(Basic Tutorial) which automatically get added to the po files. I guess for the integrated iniparser in 2.3

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

2011-05-03 Thread Per Inge Mathisen
On Tue, May 3, 2011 at 3:22 AM, buginator buginato...@gmail.com wrote: I was pondering, if switching to a Qt frontend for Warzone would be a good idea or not ? IMHO, we should look into using Qt Quick to reimplement the pre-game dialogs first, then use that experience to reimplement the in-game

Re: [warzone2100-dev] 2.3.8 and Milestones

2011-04-30 Thread Per Inge Mathisen
On Sat, Apr 30, 2011 at 12:59 PM, Christian Ohm chr@gmx.net wrote: No other changes that should be done for 2.3.8? Well, there was some talk about balance adjustments. I believe there was one range change for which there was pretty universal agreement. Zarel? - Per

Re: [warzone2100-dev] Plan proposal

2011-04-26 Thread Per Inge Mathisen
On Tue, Apr 26, 2011 at 10:24 PM, Christian Ohm chr@gmx.net wrote: I think the feature branches model is our best bet to achieve that. master won't ever have unfinished stuff delaying a release, and features can be developed in a branch as fast or slow as wanted without delaying a release.

Re: [warzone2100-dev] Plan proposal

2011-04-25 Thread Per Inge Mathisen
On Sun, Apr 24, 2011 at 10:04 AM, Per Inge Mathisen per.mathi...@gmail.com wrote:  * We merge Qt branch into master immediately. The commit message may not have looked like much, but the merge has now been done. - Per ___ Warzone-dev mailing list

Re: [warzone2100-dev] demote Asserts to LOG_INFO

2011-04-24 Thread Per Inge Mathisen
On Sun, Apr 24, 2011 at 6:36 AM, buginator buginato...@gmail.com wrote: Unless there are any objections, I plan to demote ASSERT_FAILURE() to use LOG_INFO instead of LOG_ERROR. The main reason for this is that LOG_ERROR is meant for serious errors, and all LOG_ERRORs are echoed to the in game

[warzone2100-dev] Plan proposal

2011-04-24 Thread Per Inge Mathisen
The attempt to do a partial merging of Qt branch into master ran into some problems that required major surgery of master in order to work. The question was posed if we should be spending so much time fixing up master, when we could just be focusing our efforts on making the Qt branch work

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Per Inge Mathisen
On Sun, Apr 24, 2011 at 2:13 PM, Safety0ff safety0ff@gmail.com wrote: Last time I checked, for Qt widgets to work properly on all platforms with Opengl we need to use a qgraphicsview and a qglwidget subclass, and set the glwidget as the background for the graphics view (like this:

Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Per Inge Mathisen
On Sun, Apr 24, 2011 at 12:43 PM, Christian Ohm chr@gmx.net wrote: I've wondered if the concept of stable release is actually useful for us. It is useful for users. We should definitely aim for quicker releases later on. Not really sure how to do this. I think this is mostly dictated by

Re: [warzone2100-dev] demote Asserts to LOG_INFO

2011-04-24 Thread Per Inge Mathisen
On Sun, Apr 24, 2011 at 9:47 PM, buginator buginato...@gmail.com wrote: In short, we have asserts that fire, and we *know* there is a issue, but can't get at that issue for multiple reasons.  No need to spam the in-game console with assert messages. Then stop sending LOG_ERROR to the console?

[warzone2100-dev] Partial merging of Qt branch

2011-04-16 Thread Per Inge Mathisen
Hello, Qt branch still appears to have some issues that need to be looked at, but also is collecting work that makes it diverge rapidly from master. I am in particular thinking about my own recent work on savegames (using QSettings) and javascript (using QtScript). These do not depend on the Qt

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

2011-04-01 Thread Per Inge Mathisen
On Fri, Apr 1, 2011 at 1:50 AM, buginator buginato...@gmail.com wrote: If you think it is ready, and the old scripts still work as before, then I have no real objections. Will this always be the case though ?  Will the old scripts still be supported after  Qtscript is finished ? That is up to

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

2011-03-31 Thread Per Inge Mathisen
On Thu, Mar 31, 2011 at 5:08 AM, Safety0ff safety0ff@gmail.com wrote: PS The new javascript scavenger script is attached as an example for those too lazy to look in the qtscript branch. From the script: And we can use the built-in Math library  switch (Math.random() * 10) How does that

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

2011-03-30 Thread Per Inge Mathisen
The QtScript branch (perim/qtscript) now has a working implementation of javascript for scavengers. The old scripting system runs fine side by side with it. Saving and loading works as well. The code should be short and easy to understand, but I have been writing it incrementally by myself, so it

Re: [warzone2100-dev] Savegame format changes

2011-03-18 Thread Per Inge Mathisen
On Fri, Mar 18, 2011 at 1:30 AM, buginator buginato...@gmail.com wrote: While discussing the current savegame format, it was brought to my attention that we currently have this ticket about a proposed new format. http://developer.wz2100.net/ticket/652 Unsure of the status, and if we want to

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

2011-03-12 Thread Per Inge Mathisen
per Safety0ff: is windows 2000 or windows xp in terms of compatibility? Safety0ff Windows 2000 Windows XP per i think windows xp is a good lower bound for supported windows platforms per usually i'd say we shouldn't aim to support platforms that the manufacturer has ceased support for, but in

Re: [warzone2100-dev] Cross compiling qt branch

2011-03-05 Thread Per Inge Mathisen
On Sat, Mar 5, 2011 at 6:39 AM, Safety0ff safety0ff@gmail.com wrote: I successfully cross compiled the Qt branch using mingw-cross-env. Awesome! I had to merge master, and I pushed it here: https://github.com/Safety0ff/warzone2100/commits/qt Feel free to push to origin (?) qt branch. -

Re: [warzone2100-dev] codebase early spring cleaning ?

2011-01-30 Thread Per Inge Mathisen
On Sun, Jan 30, 2011 at 8:26 AM, buginator buginato...@gmail.com wrote: Since most everything in master is now changed so pretty much all old patches don't apply cleanly anymore anyway, I would like to take this time to fix a few remaining issues There is a difference between does not apply

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

2011-01-28 Thread Per Inge Mathisen
On Fri, Jan 28, 2011 at 2:10 AM, Safety0ff safety0ff@gmail.com wrote: Next subject: Opinions on moving miniupnpc from lib/netplay to somewhere else? I don't really care either way. If you feel like moving it, I'm fine with that. - Per ___

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

2011-01-15 Thread Per Inge Mathisen
On Sat, Jan 15, 2011 at 7:18 AM, Safety0ff safety0ff@gmail.com wrote: While working on a CMake build system I took the opportunity to move the contents from lib to src. Generally, I am worried that we are now making so many huge changes to the codebase that all existing patches soon have to

Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 4af4b8: Use Vector2i in MOVE_CONTROL.

2011-01-08 Thread Per Inge Mathisen
On Sat, Jan 8, 2011 at 2:53 PM, nore...@github.com wrote: Fix autogame AIs building on top left corner of map, if not running on host. What is the difference between NetPlay.maxplayers and game.maxplayers? And shouldn't they be the same (be merged)? - Per

[warzone2100-dev] Terrain redesign

2010-12-31 Thread Per Inge Mathisen
We need to discuss how to make the terrain code a bit more sane. The current mess is unmaintainable. I do not have a clear idea about the issue that Buginator found, so I hope that he can write a bit about those. I will focus on the conversion issue. Currently the old (current) map format is

[warzone2100-dev] Need review of order/action change

2010-12-19 Thread Per Inge Mathisen
This is arguably more correct, since micro-AI should not change orders, and fixes #2391, but could have side-effects I am not aware of. So please comment if you suspect something might get fishy. Patch: http://developer.wz2100.net/attachment/ticket/2391/aishoulduseactions.diff - Per

Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 71d5f8: Remove all traces of the utterly useless apsOilLis...

2010-12-15 Thread Per Inge Mathisen
On Fri, Dec 10, 2010 at 5:07 PM, nore...@github.com wrote: Remove all traces of the utterly useless apsOilList. This deletion spree was inspired by the fact that the condition psStruct-type == REF_RESOURCE_EXTRACTOR can never be true for structures, since OBJ_STRUCTURE ≠

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

2010-11-30 Thread Per Inge Mathisen
On Sun, Nov 28, 2010 at 10:21 PM, nore...@github.com wrote: Branch: refs/heads/3.0 Home:   https://github.com/Warzone2100/warzone2100 Commit: cc0756a10adaf59e67dd29e13ad60cdd75e43514     https://github.com/Warzone2100/warzone2100/commit/cc0756a10adaf59e67dd29e13ad60cdd75e43514 Author:

[warzone2100-dev] Shaders - intent to change

2010-11-30 Thread Per Inge Mathisen
Hello, I am working on improving the model renderer with extensive use of shaders. The reason for this is that model rendering in Warzone is highly dynamic, and trying to fit it into the VA/VBO model without shaders is just not going to work. And without VBOing the models, the new artwork being

[warzone2100-dev] OpenGL on Windows warning dialog

2010-11-21 Thread Per Inge Mathisen
Hey, I tried to play Warzone 3.0 beta on a friend's fresh Win7 installation, and noticed that the game quit right away. Since I knew there would be an error log file, I figured out that the system lacked proper OpenGL drivers. However, less experienced users would not figure this out as easily,

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

2010-11-09 Thread Per Inge Mathisen
I suppose the reason why you think savegames will be broken is because you are modifying the scripts? But you can do some script modifications without breaking savegames. As long as you do not change the order of initialization or the number of variables and/or functions, things should be fine.

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

2010-11-03 Thread Per Inge Mathisen
How much lost history are we talking about here? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [warzone2100-dev] [Warzone2100-commits] mainline - master: 2 commits.

2010-11-01 Thread Per Inge Mathisen
On Mon, Nov 1, 2010 at 1:34 PM, Cyp c...@wz2100.net wrote: Fix power generation speed in multiplayer depending on game options difficulty level. Basically, any player that changed the game difficulty level to help them beat the campaign would end up accidentally cheating 10% extra power in

Re: [warzone2100-dev] [Warzone2100-commits] mainline - master: 2 commits.

2010-11-01 Thread Per Inge Mathisen
On Mon, Nov 1, 2010 at 2:17 PM, Cyp cyp...@gmail.com wrote: Should the modifier affect damage in single-player skirmish? IMHO, no. This is a campaign-only setting. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

[warzone2100-dev] trac bug

2010-10-17 Thread Per Inge Mathisen
http://developer.wz2100.net/ticket/1906 No changeset 0054f1c83268bd07b5c9faaf83e2f0b4b64b976e in the repository Huh? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [warzone2100-dev] Reordering data layout

2010-10-02 Thread Per Inge Mathisen
On Sat, Oct 2, 2010 at 6:28 AM, buginator buginato...@gmail.com wrote: I would like to split all the terrain (perhaps decal textures as well?) out of data/base and instead shove them in data/textures, and while I am at it, move mp back into base, and rename base back to warzone.wz.

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

2010-09-28 Thread Per Inge Mathisen
On Tue, Sep 28, 2010 at 5:25 AM, buginator buginato...@gmail.com wrote: On 9/27/10, buginator  wrote: It was said that it would be a good idea to get a CVE. http://cve.mitre.org/cve/obtain_id.html Anyone care to chime in on this one way or the other ? Since I was just a tad bit too

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

2010-09-28 Thread Per Inge Mathisen
On Tue, Sep 28, 2010 at 4:58 AM, buginator buginato...@gmail.com wrote: Having said that, gitorious was *VERY* slow (35-40K/sec) when I did the initial clone It has been slow for me as well in recent days. Hopefully this is a temporary problem. I kind of assume so, because they host things like

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11707] trunk

2010-09-20 Thread Per Inge Mathisen
On Mon, Sep 20, 2010 at 10:17 AM, Giel van Schijndel m...@mortis.eu wrote: Except that we never used floats to store HP, experience or power (and never should use floats for that), so those points are moot. Except we did. We used floats all over the place for movement/position calculations,

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11671] trunk/lib/ivis_common/tex.h

2010-09-16 Thread Per Inge Mathisen
On Wed, Sep 15, 2010 at 9:08 PM, muggen...@users.sourceforge.net wrote: Log Message: --- Replace #ifdef(APPLE) #include $path/gl.h sections with SDL_opengl.h which handles this already Please do not mess around too much with SDL related stuff, if you do not strictly need to, since

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11570] branches/2.3/data

2010-09-15 Thread Per Inge Mathisen
On Thu, Sep 2, 2010 at 6:36 AM, zare...@users.sourceforge.net wrote: Log Message: --- 2.3: Rebalance 0.8.1: - Removed Cyclone turret Did you check that Cyclone is never referenced by the AI(s)? I can't check right now (or for a few days, probably). - Per

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

2010-08-18 Thread Per Inge Mathisen
On Wed, Aug 18, 2010 at 1:22 AM, buginator buginato...@gmail.com wrote: On 8/17/10, Per Inge Mathisen  wrote: On Tue, Aug 17, 2010 at 6:19 AM,   wrote: Add a banned IP list to the game.  All people that are kicked will be entered into the file. People using the same IP can *never* enter

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

2010-08-17 Thread Per Inge Mathisen
On Tue, Aug 17, 2010 at 6:19 AM, bugina...@users.sourceforge.net wrote: Add a banned IP list to the game.  All people that are kicked will be entered into the file. People using the same IP can *never* enter the game again.  All attempts are logged. There is currently a limit of 1000

Re: [warzone2100-dev] 2.3.4

2010-08-10 Thread Per Inge Mathisen
On Tue, Aug 10, 2010 at 2:06 PM, Christian Ohm chr@gmx.net wrote: I don't know who put the release date for 2.3.4 in trac to the end of this month - I intend to release it soon, since the burn damage bug is quite severe imo (possibly making the campaign unplayable or at least way more

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

2010-07-27 Thread Per Inge Mathisen
Let's keep our cool for a bit and see if more bloopers surface before we rush to re-release anything. Then we can push out 2.3.3 next weekend, hopefully this time with some actual testing done. Although I cannot promise anything in that department -- Starcraft 2 just came out. - Per

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

2010-07-27 Thread Per Inge Mathisen
On Tue, Jul 27, 2010 at 3:22 PM, Per Inge Mathisen per.mathi...@gmail.com wrote: next weekend I mean this weekend. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [warzone2100-dev] Our next release plan?

2010-07-27 Thread Per Inge Mathisen
On Mon, Jul 26, 2010 at 9:37 PM, Guangcong Luo za...@wz2100.net wrote: You'll notice on the forums quite a few people disagreed with the trunk power system. I saw only quite a few people saw no reason to change anything, none of whom said they had actually tested trunk. That is only the to be

Re: [warzone2100-dev] Our next release plan?

2010-07-26 Thread Per Inge Mathisen
On Mon, Jul 26, 2010 at 4:22 AM, Guangcong Luo za...@wz2100.net wrote: Ye gods, the last time our current release branch was branched from trunk was two years and two major versions ago. I really don't want to continue that. At least that branch is stable and playable, which is more than can

Re: [warzone2100-dev] Replacing the power flow system

2010-07-12 Thread Per Inge Mathisen
There has been some discussion about this issue in the ticket ( http://developer.wz2100.net/ticket/1970 ). I suggest follow-ups are posted here, or that we move the discussion over to the forums. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

[warzone2100-dev] Sending compressed paths over the network

2010-07-11 Thread Per Inge Mathisen
For newnet, we need determinism, and the old multiprocessing framework for path-finding where paths were generated in a separate thread at its own leisure breaks that. However, running path-finding in lock-step with the main thread introduces a very narrow bottleneck in the game that we will

Re: [warzone2100-dev] Breaking netcode compatibility?

2010-07-04 Thread Per Inge Mathisen
On Sun, Jul 4, 2010 at 11:00 PM, Guangcong Luo za...@wz2100.net wrote: First: I believe that incrementing netcode version in a stable branch is a big thing. I think that incrementing netcode version should always be mentioned in the commit log (no matter which branch), and if done to a stable

Re: [warzone2100-dev] Replacing the power flow system

2010-07-04 Thread Per Inge Mathisen
I will post my thoughts later. Can you (Zarel) post this on the forums as well to get input from users? And please mention while you are at it how it compares to the current (2.3) power system (which has what I would call two phase power flow system). And it is not at all fair to imply that

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11022] branches/qt

2010-06-23 Thread Per Inge Mathisen
On Wed, Jun 23, 2010 at 5:03 AM, bugina...@users.sourceforge.net wrote: Qt dies on this date, Tuesday, June 22, 2010. R.I.P Is this supposed to be some kind of practical joke? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

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

2010-06-23 Thread Per Inge Mathisen
On Thu, Jun 24, 2010 at 5:40 AM, buginator buginato...@gmail.com wrote: If we start to add features that do require beta testing, what are we going to do ? We could do beta testing... - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [warzone2100-dev] Endianness function reorganization proposal

2010-06-21 Thread Per Inge Mathisen
On Mon, Jun 21, 2010 at 7:37 AM, Safety0ff safety0ff@gmail.com wrote: endian_* word           (defined in endian_hack.h, inline functions that swap using pointers, used ~511 times) This will go away once we replace the current savegame format. I think we should rename endian_hack.h to

Re: [warzone2100-dev] 2.3.1?

2010-06-10 Thread Per Inge Mathisen
On Thu, Jun 10, 2010 at 9:52 PM, Christian Ohm chr@gmx.net wrote: Since noone else proposed any maps, suggestions by just looking at the preview (all from the addons page): 2 player: Arena #22, Battle, Stripmine 4 player: Arena #14 (for Dydo-AI), Garond Valley, Spiral Mountain 8

[warzone2100-dev] Qt branch - final call

2010-05-24 Thread Per Inge Mathisen
I put the Quesoglc text renderer back in again in the Qt branch, and now text drawing should work as good as before on every platform. Possible other problems related to clobbering OpenGL states should be fixed as well. Can platform maintainers (or others) please update build files and check if

Re: [warzone2100-dev] Qt branch - final call

2010-05-24 Thread Per Inge Mathisen
On Mon, May 24, 2010 at 9:34 PM, Christian Ohm chr@gmx.net wrote: Two problems I've noticed: 1. Video playback is very jerky (SDL is smooth). I got the impression it is worse for the first video when several are played (view intro for example, or the campaign start), but maybe it's just

Re: [warzone2100-dev] 2.3.1?

2010-05-20 Thread Per Inge Mathisen
http://developer.wz2100.net/ticket/1581 must be fixed before 2.3.1 can be released. If anyone have some suggestions for new maps to include, that would be a nice bonus. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [warzone2100-dev] 2.3.1?

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

Re: [warzone2100-dev] 2.3.1?

2010-05-18 Thread Per Inge Mathisen
On Tue, May 18, 2010 at 10:11 PM, Christian Ohm chr@gmx.net wrote: Well, Pabs said he's waiting for 2.3.1 to upload to Debian, so if you're ok with 2.2.4 for their next release... Anyway, there was other stuff, like making the movie subtitles translatable and translation updates. And it

Re: [warzone2100-dev] team colors for old models

2010-05-14 Thread Per Inge Mathisen
On Fri, May 14, 2010 at 3:12 AM, Stephen Swaney sswa...@centurytel.net wrote: On Thu, May 13, 2010 at 08:43:45PM -0400, buginator wrote: Anyone have any objections to this patch: http://developer.wz2100.net/ticket/1757 ? I say apply it.  Team colors is the direction we are heading in. I'm

Re: [warzone2100-dev] Release plans

2010-05-13 Thread Per Inge Mathisen
On Thu, May 13, 2010 at 2:20 AM, buginator buginato...@gmail.com wrote: While I haven't personally tested trunk in a long time, Zarel mentioned that the pathwalking is broken. It is, but there are (too) many patches to fix this problem. This needs to be sorted out, but I do not see this as a

Re: [warzone2100-dev] low polygon buildings

2010-05-13 Thread Per Inge Mathisen
On Thu, May 13, 2010 at 1:22 PM, Sebastiano Giuseppe D'Agata s@gmx.de wrote: Some days before I, visited your homepage and I' ve seen, that you are searching for somebody, who is able to create houses and ruins... for warzone. I know this game and I like to play it sometimes. I'm a

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

2010-05-11 Thread Per Inge Mathisen
On Wed, May 12, 2010 at 3:51 AM, buginator buginato...@gmail.com wrote: This has been postponing indefinitely, until we get a working CC version (I forgot all about this), and we can get a mac developer who has time to find out what the problem is with Qt on the mac. This situation is very

[warzone2100-dev] Release plans

2010-05-11 Thread Per Inge Mathisen
There has been some talk on IRC about future release plans, and I thought we should get that discussion started here. 2.3.0 has so far seemed like a pretty solid release, and there is no desperate need for a 2.3.1 yet. Discussions of new features seem to have moved to trunk. How about we try to

[warzone2100-dev] Let's git going

2010-04-28 Thread Per Inge Mathisen
Ok, sorry about the really bad pun. The point is, I think it is about time to leave the barren wastes of svn behind, and head for the promised lands of git. I've been looking into the newline issues, and I am convinced that they can be properly terminated. That leaves only the question of whether

Re: [warzone2100-dev] Debian and warzone2100 2.3.0 issues (Dydo-AI etc)

2010-04-25 Thread Per Inge Mathisen
On Sun, Apr 25, 2010 at 8:58 AM, Paul Wise p...@debian.org wrote: [Please CC me on reply, I'm not subscribed] I just started reviewing the changes between 2.2.4 and 2.3.0 so I could upload warzone2100 2.3.0 to Debian. Unfortunately I noted that the new mod Dydo-AI is CC-NC-SA licensed I

Re: [warzone2100-dev] Debian and warzone2100 2.3.0 issues (Dydo-AI etc)

2010-04-25 Thread Per Inge Mathisen
On Sun, Apr 25, 2010 at 3:49 PM, Paul Wise p...@debian.org wrote: Folks on IRC suggested that would be easy to resolve so I was going to wait for 2.3.1 to be released. There is no plan for when that is supposed to happen yet. Our iniparser is a heavily modified fork and needs to be included.

Re: [warzone2100-dev] Debian and warzone2100 2.3.0 issues (Dydo-AI etc)

2010-04-25 Thread Per Inge Mathisen
On Sun, Apr 25, 2010 at 4:20 PM, Paul Wise p...@debian.org wrote: On Sun, 2010-04-25 at 16:16 +0200, Christian Ohm wrote: http://developer.wz2100.net/browser/tags/2.3.0/lib/netplay/miniupnpc says the license file is included, but maybe it's missing from the tarball. Aha, so Makefile.am just

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

2010-04-24 Thread Per Inge Mathisen
On Sat, Apr 24, 2010 at 5:32 AM, Guangcong Luo za...@wz2100.net wrote: They don't look like crap at normal zoom. Most configurations look like crap even at max zoom out. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

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

2010-04-23 Thread Per Inge Mathisen
A release candidate should either be dropped back into beta, or stay in code freeze, which means nothing but build fixes, documentation changes or translations go in. Let's maintain some self-discipline now and ship this thing without further fixes. Then we can focus on making 2.3.1 and trunk

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

2010-04-20 Thread Per Inge Mathisen
On Tue, Apr 20, 2010 at 11:36 PM, Stephen Swaney sswa...@centurytel.net wrote: An idea worth stealing? Indeed. Note that such images should not have the logo written into the image itself, as we draw it over the image anyway. Nor we need to pretend Pumpkin Studios has anything to do with this

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10640] trunk/build_tools/changelog2bbcode.sh

2010-04-19 Thread Per Inge Mathisen
On Mon, Apr 19, 2010 at 7:27 AM, Kreuvf kre...@warzone2100.de wrote: Oh what? I tested it with a piece of ChangeLog and it was okay D: Could you describe the problem, per? The headers did not get their [b]...[/b]s set. The -r made everything I learned about sed wrong, so I had to remove that.

Re: [warzone2100-dev] 2.3 code freeze until 2.3.0 branch, 2.3.0 release target date 4/24/10

2010-04-18 Thread Per Inge Mathisen
On Sun, Apr 18, 2010 at 2:52 AM, buginator buginato...@gmail.com wrote: Ok, I am fine with either a tag or a branch, as soon as Per OKs it, I'm ok with that. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10607] branches/2.3/data/mods/multiplay/dydo-ai

2010-04-17 Thread Per Inge Mathisen
On Sat, Apr 17, 2010 at 3:11 PM, dydo...@users.sourceforge.net wrote: maps for dydo challenges Added Paths: ---    branches/2.3/data/mods/multiplay/dydo-ai/maps/    branches/2.3/data/mods/multiplay/dydo-ai/maps/4c-AllEqual.wz    

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

2010-04-13 Thread Per Inge Mathisen
I don't think reverting, re-reverting, re-commiting, re-implementing, etc this 'feature' is doing us any good. Let's just keep it as it is until we have know where the real problem is and have the time to fix it properly. - Per ___ Warzone-dev

Re: [warzone2100-dev] Bugs for next beta

2010-04-10 Thread Per Inge Mathisen
On Sat, Apr 10, 2010 at 7:01 AM, buginator buginato...@gmail.com wrote: When our game crashes (mingw builds) then it doesn't  throw up a dialog at all.  Only on MSVC builds it does that. Was 2.3-beta12 built with MSVC? If we got a Fatal dialog, then yeah, screen goes black first, then user

[warzone2100-dev] Beta 13

2010-04-10 Thread Per Inge Mathisen
I think we should try to push out a beta 13 this weekend. Unless I hear any objections, I will be tagging tonight. - Per 2010-04-00: Version 2.3 beta 13 * General: * Change: Use system dialogs for reporting errors on Mac (r10474) * Fix: Oil features were not being added back to the game

Re: [warzone2100-dev] Ticket #1746

2010-04-07 Thread Per Inge Mathisen
On Wed, Apr 7, 2010 at 4:56 PM, Zarel zare...@gmail.com wrote: Adds a feature. You keep using that phrasing. For the purposes of deciding whether or not a change should be postponed, I don't think a crash fix should count as adding a feature. ... I have never understood how fixing a crash

[warzone2100-dev] A really awesome way to use git...

2010-04-06 Thread Per Inge Mathisen
Apparently, this is _not_ an April's fool: http://github.com/blog/626-announcing-svn-support They are working on full write support. That should take care of the I-must-use-a-GUI issue with GIT. So if anyone know a way to ensure we do not get line-ending problems, we should be set. - Per

Re: [warzone2100-dev] Launchpad: Validate your team's contact email address

2010-04-06 Thread Per Inge Mathisen
On Tue, Apr 6, 2010 at 1:43 PM, Kreuvf kre...@warzone2100.de wrote:     https://launchpad.net/token/N4wdzvRLDTDlZMSxX4C0 Did anybody follow this link already? ^^ Try it and find out ;-) - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [warzone2100-dev] Qt branch merge?

2010-04-05 Thread Per Inge Mathisen
On Mon, Apr 5, 2010 at 11:54 AM, Guangcong Luo za...@wz2100.net wrote: Perhaps we merge Qt+newnet into a new experimental branch, then? That only helps if all the developers start working on that branch, instead of trunk. The new 'experimental branch' would then be the new trunk. So what you

Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread Per Inge Mathisen
On Sat, Apr 3, 2010 at 9:26 PM, buginator buginato...@gmail.com wrote: Hey all, just wanted to update a few things about the project. First off, 2.2.4 should be dead.  Really. It serves no useful purpose for us at all. I am a bit uncomfortable with that. I do not think we want linux distros

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

2010-04-05 Thread Per Inge Mathisen
On Mon, Apr 5, 2010 at 9:17 AM, C yp cyp...@gmail.com wrote: 3 possible solutions: 1. Get windows to do floating point correctly. 2. Convert everything to C++, and typedef float Float; on Linux/Mac, and class Float { ... }; on windows. 3. Use integers only. (Fixed point, that is.) What parts

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10489] branches/2.3/src/multijoin.c

2010-04-05 Thread Per Inge Mathisen
On Mon, Apr 5, 2010 at 5:24 AM, bugina...@users.sourceforge.net wrote: Revision: 10489           http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10489view=rev Author:   buginator Date:     2010-04-05 03:24:05 + (Mon, 05 Apr 2010) Log Message: --- As a temporary

[warzone2100-dev] Bugs for next beta

2010-04-05 Thread Per Inge Mathisen
I did some testing on Windows this Easter, and the crash report dialog when running in fullscreen is worse than useless, it freezes the entire game, giving a black screen. This needs to be fixed, or the dialog can just as well be removed altogether. (How does this work on X11/Mac now?) We should

[warzone2100-dev] New beta?

2010-03-29 Thread Per Inge Mathisen
Hello all, Even though we are quite short on manpower at the moment, I think we should try to push out a new beta for/during Easter. The reason for this is simply to get more testing of the latest bugfixes, given that beta11 is getting old with lots of fixed bugs. Closing

Re: [warzone2100-dev] New beta?

2010-03-29 Thread Per Inge Mathisen
On Mon, Mar 29, 2010 at 3:29 PM, Christian Ohm chr@gmx.net wrote: On Monday, 29 March 2010 at 10:58, Per Inge Mathisen wrote: Hello all, Even though we are quite short on manpower at the moment, I think we should try to push out a new beta for/during Easter. The reason for this is simply

[warzone2100-dev] Make atomic commits, please

2010-03-29 Thread Per Inge Mathisen
Hello, When committing to the svn repository, please make sure, to the extent possible, that each commit compiles and runs. Do not split a commit into pieces where some revisions may not work. The reason this is important is because non-working revisions will make bisecting (going back in time to

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10395] trunk/src/map.c

2010-03-21 Thread Per Inge Mathisen
On Sun, Mar 21, 2010 at 6:24 PM, i-...@users.sourceforge.net wrote: Include leftmost and topmost tiles into ground type calculation (#332 and #743). Hint: If you write fixes ticket:332 then it will auto-close that ticket for you and include a reference in the ticket to this commit. Very handy

Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpoint support for texture coordinates in PIEs

2010-03-13 Thread Per Inge Mathisen
I had not really considered the option of keeping two rendering paths for models, one for PIE2(/3) and one for a newer format. It is an interesting idea, since it will keep compatibility with pieslicer and older works. However, none of the difficult issues are solved this way. The biggest issue

Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpoint support for texture coordinates in PIEs

2010-03-13 Thread Per Inge Mathisen
Perhaps I should say something more about my plans. I realized a while ago that moving over to WZM all at once would be really difficult, due to the incredibly complicated model drawing system in Warzone. So I began upgrading PIE models and drawing code simultaneously bit by bit. Removing

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