On Sat, Mar 13, 2010 at 5:05 PM, i-NoD i-...@yandex.com wrote:
To be done:
- precalculate the tex coords used for frame animation and team colours.
Umm.. Could you clarify a bit, please. Is this related to uv coords
PREcalculation for usage pie_Draw3DShape2() ?
Yes.
I assume we shouldn't
On Wed, Mar 10, 2010 at 9:32 PM, c...@users.sourceforge.net wrote:
Only let host set player position/colour
While I see the technical issue behind this, the solution is not
really satisfactory. Players cannot ask the host to set their colour.
(Unsure about position. Might be ok that host does
On Sun, Mar 7, 2010 at 7:21 AM, Guangcong Luo za...@wz2100.net wrote:
Previously, the player column was something like 5 = available to
human, and 1, 3, 4, 5, and 6 = available to AI. This is WELL
DOCUMENTED [1], and is used this way in all Pumpkin code, old mods,
new mods, etc.
What's with
On Sat, Mar 6, 2010 at 8:40 PM, buginator buginato...@gmail.com wrote:
In case people haven't noticed, in this ticket,
http://developer.wz2100.net/ticket/851 i-NoD thinks it is ready for
the shaders branch to die off, and merge it into trunk.
I have no objections to the merging.
Anyone else
On Sat, Feb 27, 2010 at 2:54 PM, Christian Ohm chr@gmx.net wrote:
maybe we could
either make Linux also write one file, or put timestamps into the filename, so
they're sorted by date, not a random string.
One file is really awesome. I always enjoy people sending me their
huge RPT files,
On Fri, Feb 26, 2010 at 11:46 AM, DylanDog d...@obooma.net wrote:
Actually DyDo uses some templates which is not included in the standard
ones. Therefore I have to modify following files:
stats/templates.txt, stats/assignweapons.txt and
messages/strings/names.txt
what I have done is just
On Wed, Feb 24, 2010 at 8:19 PM, Stephen Swaney sswa...@centurytel.net wrote:
Lately, I've been updating the Blender PIE import/export plugins so
they can handle PIE 3 and not choke on polys other than tris and quads.
Next on the list: a function to load all the pies that make up a droid
like
On Sat, Feb 20, 2010 at 4:23 AM, buginator buginato...@gmail.com wrote:
For all future builds, starting with 2.3 rc* (insert whatever,
1a/1b/2...) I think we should enable the compiler flag
-fstack-protector-all, to help us with stack corruption issues.
The Fedora builds have always had this
On Thu, Feb 18, 2010 at 7:04 AM, Guangcong Luo za...@wz2100.net wrote:
On Wed, Feb 17, 2010 at 11:40 PM, buginator buginato...@gmail.com wrote:
You know how in debug builds, we show the level name and time?
I want to turn this on for release builds as well, so people can be
much more specific
Please post URLs to tickets, to make it easier for people to
participate in the discussion.
On Wed, Feb 17, 2010 at 7:09 AM, Guangcong Luo za...@wz2100.net wrote:
On Tue, Feb 16, 2010 at 11:30 PM, buginator buginato...@gmail.com wrote:
Can anyone think of anything else that needs to be looked
On Mon, Feb 15, 2010 at 5:11 PM, mike varner mike3d2...@live.com wrote:
is it possible to make warzone 2100 use a dual action PC controller for
the games
A what?
- Per
(clueless dev)
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On Sun, Feb 14, 2010 at 7:02 AM, bugina...@users.sourceforge.net wrote:
Revision: 9800
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=9800view=rev
Author: buginator
Date: 2010-02-14 06:02:27 + (Sun, 14 Feb 2010)
Log Message:
---
Thy creator creates
On Thu, Feb 4, 2010 at 1:25 AM, Guangcong Luo za...@wz2100.net wrote:
5 months ago, i-NoD wrote a patch to make teamcolors easier to implement.
http://developer.wz2100.net/ticket/851
Then he disappeared before it was committed.
I was wondering if anyone's tested this patch. It it's stable
I would like to commit my support code for gates to trunk, so that
artists can start working on models, and others can give feedback on
behaviour. I only intend to commit the source changes, which are quite
specific to that structure, so should not have any impact on any other
code.
See
On Wed, Feb 3, 2010 at 1:09 AM, buginator buginato...@gmail.com wrote:
I was thinking this weekend (2/6/10) will be a good time to release Beta 10.
Yes.
Anyone got any show stopping bugs that need to be looked at, please
list them, (hey wait, don't list them, fix them! ;)) and I can take a
On Sat, Jan 30, 2010 at 4:16 AM, buginator buginato...@gmail.com wrote:
Since the Qt branch was inactive (as in, everyone not committing
patches to it) for a long period of time, have you tried a test merge
(to a new branch?) first to make sure all is OK?
Once there is agreement that a merge
On Sat, Jan 30, 2010 at 1:04 PM, c...@users.sourceforge.net wrote:
lua2: Remove unused cluster system.
Wow. Could you say something about what replaces it, and why it is now
unnecessary?
- Per
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On Sat, Jan 30, 2010 at 2:02 PM, Stephen Swaney sswa...@centurytel.net wrote:
I notice on the forums, there is a request for a command line switch
to turn autoload off.
Hilarious.
A cross-platform WZ launcher sounds like the real solution to the
problem.
There should be a dialog to turn
On Fri, Jan 29, 2010 at 1:51 PM, wp1004671-obooma d...@obooma.net wrote:
Yes the forum poll would be the most democratic solution ;-)
I highly doubt that forum users are in any way statistically
representative of ordinary users, nor in my experience are they good
representatives of the interests
Hello,
The Qt port branch has come a long way recently, and now runs entirely
without SDL and QuesoGLC (and all its dependencies). I would like to
merge it into trunk soon, so I would encourage everyone to take the
branch for a test run, and see if you can find issues in it that need
to be
On Thu, Jan 28, 2010 at 10:34 AM, zare...@users.sourceforge.net wrote:
Revision: 9538
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=9538view=rev
Author: zarelsl
Date: 2010-01-28 09:34:18 + (Thu, 28 Jan 2010)
Log Message:
---
2.3: Rename original.wz to
Hey all,
A while ago we disabled multi-turret because they had graphical
glitches that made them look horrible. Now they have been re-enabled
again, for only the stated reason that a lot of work was put into
fixing the multi-turret code. That is, however, not a valid reason for
adding anything,
On Sat, Jan 23, 2010 at 4:06 PM, myster...@users.sourceforge.net wrote:
Fix some water tiles on 8c-manhattan.
Should this not also go into trunk?
- Per
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On Fri, Jan 22, 2010 at 7:56 PM, Christian Ohm chr@gmx.net wrote:
Add autoload directory in repository
What exactly was that supposed to achieve?
Less confusion for those who check the game out and run it from the
source directory.
- Per
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On Mon, Jan 11, 2010 at 6:37 AM, zare...@users.sourceforge.net wrote:
No need to assert just because the RNG picked a bad place for an oil barrel.
This means the map is full, and it should at least be a LOG_ERROR.
What made you change it, though? Seen the run away oil barrel
placement error
On Mon, Jan 11, 2010 at 11:15 AM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
On Mon, Jan 11, 2010 at 6:37 AM, zare...@users.sourceforge.net wrote:
No need to assert just because the RNG picked a bad place for an oil barrel.
This means the map is full, and it should at least
On Mon, Jan 11, 2010 at 11:52 AM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
On Mon, Jan 11, 2010 at 11:15 AM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
On Mon, Jan 11, 2010 at 6:37 AM, zare...@users.sourceforge.net wrote:
No need to assert just because the RNG picked a bad place
On Thu, Jan 7, 2010 at 4:01 AM, dak...@users.sourceforge.net wrote:
PNG optimization, also known as 'Crush them all!'.
Again?
Did you measure any significant savings from doing this? It is kinda
annoying to have to download every image anew for every working copy,
you know.
- Per
I think we should try to push out a beta7 in the weekend, since beta6
turned out to be quite unstable. I also would like to revert my make
all oil visible change since that is holding up a proper release, and
it looks like a private map implementation will be a quite intrusive
change, not
On Fri, Jan 8, 2010 at 12:54 AM, Guangcong Luo za...@wz2100.net wrote:
On Thu, Jan 7, 2010 at 5:03 PM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
I think we should try to push out a beta7 in the weekend, since beta6
turned out to be quite unstable.
??
Games apparently go out of sync
On Wed, Jan 6, 2010 at 7:35 AM, Warzone 2100 Trac
i...@developer.wz2100.net wrote:
#1360: 2.3 beta 6 network code is worse than beta 4
...
The changelog says Fix: Sync improvements. (r8975).
Is that the issue?
I must say that am a little annoyed that this fix was committed to
trunk without
On Tue, Jan 5, 2010 at 5:10 PM, Christian Ohm chr@gmx.net wrote:
Since we use trac tickets mostly for bugs, should we remove the enhancement
and task categories? Or can we limit those to devs only?
You can remove tasks. The enhancement category is necessary for
development, as according to
On Tue, Jan 5, 2010 at 10:42 PM, Guangcong Luo za...@wz2100.net wrote:
On Tue, Jan 5, 2010 at 10:34 AM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
We really ought to get more strict on following the guidelines,
though. Some people seem to have forgotten them entirely!
I'd say it's
On Mon, Jan 4, 2010 at 10:10 AM, Guangcong Luo za...@wz2100.net wrote:
As the branches diverge, they won't be so easily backported.
And having to have two games that are effectively the same thing, but
one for campaign and one for skirmish, as they diverge... It'd just be
a nightmare for
On Mon, Jan 4, 2010 at 1:16 PM, zare...@users.sourceforge.net wrote:
Make it easier to use cheat codes in single-player mode.
You need to document this somewhere.
A good start would be to describe the change in the commit message.
- Per
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Hello,
We keep breaking campaign again and again. Unfortunately, none of the
core developers seem to play it, at least not anymore, and we have no
automatic or easy way of testing it. The campaign code is a horrible
collection of truly horrendous hacks that nobody has of yet dared or
wished to
On Sun, Jan 3, 2010 at 10:14 PM, Guangcong Luo za...@wz2100.net wrote:
I really dislike this idea, because there are many upgrades that
campaign does benefit from, as much as skirmish - the new keyboard
shortcuts, such as 's', alt+click, etc, for example. The build
previews, for another. The
How would in this scenario we get user name/password sync with forums and trac?
- Per
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On Fri, Jan 1, 2010 at 5:14 PM, Dennis Schridde devuran...@gmx.net wrote:
Am Freitag, 1. Januar 2010 17:01:58 schrieb muggen...@users.sourceforge.net:
Revision: 8906
Property Changed:
branches/2.3/
branches/2.3/data/mods/multiplay/original/
On Wed, Dec 30, 2009 at 6:07 AM, zare...@users.sourceforge.net wrote:
2.3: Make VTOLs finish patrolling/scouting before returning to rearm.
Perhaps try to compile your commits before you do them?
- Per
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On Sat, Dec 19, 2009 at 2:04 AM, bugs buggy buginato...@gmail.com wrote:
The plan is to do a RC1 release this Sunday.
IIRC there are some showstopper bugs in the new MP pre-game dialog
code. See tickets 1241 and 1230.
- Per
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On Sun, Dec 13, 2009 at 8:12 AM, bugina...@users.sourceforge.net wrote:
Rewrite the stupid file transfer routines.
Did you forget trunk?
- Per
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On Sat, Dec 5, 2009 at 7:48 AM, bugina...@users.sourceforge.net wrote:
Revision: 8606
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=8606view=rev
Author: buginator
Date: 2009-12-05 06:48:18 + (Sat, 05 Dec 2009)
Log Message:
---
Skirmish game fix:
Don't
On Sun, Nov 22, 2009 at 2:31 AM, Zarel zare...@gmail.com wrote:
Incompatible with Mac OS X. It compiles, but doesn't run (quits with no
errors).
I see you fixed it a bit later. Could you build a 2.3_beta2.1 for MacOSX?
- Per
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On Sat, Nov 21, 2009 at 6:30 AM, zare...@users.sourceforge.net wrote:
2.3: New and improved HP bars! (Backport r8405)
You really should get some feedback about such changes before you
commit them, or at least before backporting them just before release!
Personally I liked the old HP bars
On Sun, Nov 22, 2009 at 12:37 AM, Zarel zare...@gmail.com wrote:
On Sat, Nov 21, 2009 at 4:14 AM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
On Sat, Nov 21, 2009 at 6:30 AM, zare...@users.sourceforge.net wrote:
2.3: New and improved HP bars! (Backport r8405)
You really should get some
On Sat, Nov 14, 2009 at 6:07 AM, bugs buggy buginato...@gmail.com wrote:
Can we rename the files from .txt to .csv? That might make modding easier.
Not really for it, I don't like renaming files, would mean we must
revert all those files if we need to hunt for bugs, and that is such a
PITA
On Mon, Nov 9, 2009 at 2:18 PM, Kreuvf kre...@warzone2100.de wrote:
Joe Average doesn't know what CSV stands for and is able to deduce how the
entries are organised from simply looking at the file.
But I think Excel will deduce what it is when clicking on the file,
and open it as a CSV. Another
On Sat, Nov 7, 2009 at 7:09 PM, Christian Ohm chr@gmx.net wrote:
Hey, I didn't decide that exactly. I'd branch 2.3 off from 2.2, and merge
2.2_net into it. Then we release 2.3 betas/rcs from that, and keep 2.2 and 2.3
in sync (apart from the netcode) until 2.3.0, accompanied by one last 2.2
On Fri, Oct 30, 2009 at 1:49 AM, bugina...@users.sourceforge.net wrote:
Add a new debug flag type, LOG_FATAL.
Neat.
I would like to see a new macro for this, say, for example,
ASSERT_OR_DIE(). Seeing all those abort() calls in the codebase really
feels wrong.
I suppose you will commit this to
On Tue, Oct 13, 2009 at 9:32 PM, Christian Ohm chr@gmx.net wrote:
I did a short test of the QT port:
make complains about lib/framework/input.c, which doesn't exist but is still
mentioned in po/POTFILES.in.
Fixed. Thanks for testing :-)
Starting the game gives the menu, but that behaves
On Mon, Oct 12, 2009 at 9:40 PM, Zarel zare...@gmail.com wrote:
* Hurricane splash increased 10 - 30
* Cyclone splash increased 40 - 60
* Whirlwind splash increased 30 - 50
Really? Hasn't it been reverted?
It has.
I thought only the damage increase was reversed?
- Per
I think the network incompatible story is a red herring. People
should NEVER play with different versions of the game, period. This is
asking for trouble, unless all the changes between the two versions
are purely cosmetic or crash fixes. Since the game is based on peer to
peer algorithms, playing
On Mon, Oct 5, 2009 at 7:20 PM, Zarel zare...@gmail.com wrote:
Yeah, let's just rename 2.4 to 3.0 alpha 1.
Which part of the arguments against this that were previously
presented did you not agree with?
- Per
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On Mon, Oct 5, 2009 at 9:24 PM, Zarel zare...@gmail.com wrote:
On Mon, Oct 5, 2009 at 12:30 PM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
On Mon, Oct 5, 2009 at 7:20 PM, Zarel zare...@gmail.com wrote:
Yeah, let's just rename 2.4 to 3.0 alpha 1.
Which part of the arguments against
After a quick discussion on IRC, I would like to propose a different
versioning. I'd like to see a trunk alpha soon. However, since trunk
does not yet contain the big incompatibilities that we foresaw for 3.0
(new savegame format, lua port), we should wait with the major version
bump. So we should
On Sun, Sep 27, 2009 at 9:41 PM, Zarel zare...@gmail.com wrote:
What is so wrong with maintaining two drawing paths? We should be
modularizing our codebase, anyway, so that everything that touches
OpenGL directly should be in a few library files. After that, we can
just leave the legacy OpenGL
I think the 2.2 branch is a dead end. The network cleanup in trunk is
a necessity for long-term maintenance, and it turned out to be quite
hard to backport (I tried). If intel users can run trunk, we should
use trunk for 2.3. We still haven't merged the big format changes to
trunk, so I do not see
I have been working with OpenGL 2.0+ features lately, and I think I
could have a good shot at making the current model drawing code much
faster by using such features. However, this would require working
support for VBOs and GLSL shaders. It probably means bye-bye Intel
integrated graphics
On Sun, Sep 13, 2009 at 12:59 PM, Christian Ohm chr@gmx.net wrote:
Ok, so debug as default seems a bad idea, can we add a separate shortcut for
debug output for both Windows and Mac OS (who can do that for Mac OS?
EvilGuru?
Zarel?)
I'm not sure about the usefulness of this. I can't
On Sun, Sep 13, 2009 at 1:16 PM, Christian Ohm chr@gmx.net wrote:
On Sunday, 23 August 2009 at 2:26, bugs buggy wrote:
I think when we tag trunk for a Alpha release, it should be 3.0, and not 2.3.
To bring this up again, I don't remember any serious objections, and mostly
agreement. So
On Sat, Sep 12, 2009 at 9:47 AM, Zarel zare...@gmail.com wrote:
On Sat, Sep 12, 2009 at 1:54 AM, bugs buggy buginato...@gmail.com wrote:
Looks like we have quite a few bugs that squeaked by, and infected
2.2.2, pretty much breaking the SP game from reading the forum
comments.
Since I assume
On Sat, Sep 12, 2009 at 4:11 PM, i-...@yandex.com i-...@yandex.com wrote:
* Fix: Some sounds were missing for super cyborgs (ticket:830, r8102)
Per, are you sure it's not a #919? IFAIK Ticket #830 is for baba
screams, not weapon sounds.
Possibly. I just tried to reconstruct from the commit
Hello,
This is to say welcome to the newest developer with svn commit access
- i-NoD. He has been writing some quality patches lately and we
figured we could use some extra manpower :-)
- Per
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On Mon, Aug 31, 2009 at 9:17 PM, Elio Gubserelio.o...@gmail.com wrote:
there are people around which also spend much time on warzone (e.g. mod
creators) perhaps we should give some of them a label. (delphinio, black
project)
The danger I foresee is that if labels are being handed out like
On Sat, Aug 29, 2009 at 9:34 PM, Zarelzare...@gmail.com wrote:
However, it was unclear what we thought about Cathuria and Neuralize.
For reference:
Cathuria is the guy who made all the backdrops.
Neuralize is the guy who made the current logo and icons.
Thoughts?
I am a bit uncertain what
On Thu, Aug 27, 2009 at 2:31 PM, Dennis Schriddedevuran...@gmx.net wrote:
I would not generally forbid users to submit feature requests.
The process to submit feature requests is to post them in the forum
for discussion.
Bad/stupid/insane requests can be closed
The discussion of what is
I like current format. It gives superb traceability of everything in
the changelog, and looks really correct. If it is a PITA to maintain
for people, I am willing to do it. If you want to use the ChangeLog in
official postings, just sed remove everything inside parentheses first
to make it look
On Sun, Aug 16, 2009 at 12:42 PM, Elio Gubserelio.o...@gmail.com wrote:
Afaik we're using the database for multiplayer stats and text stats for
campaign. (correct me if i'm wrong)
IIRC it is the other way around.
Why don't we get rid of the text stats and use the db stats instead?
The work
Does the mailing list work?
- Per
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On Wed, Jul 29, 2009 at 11:25 PM, Cheny Luocheny...@gmail.com wrote:
Hey, guys.
Some guy named Alex Macen wants to interview one of us. He wants to
interview a dev who's been here a while, so that's probably Per. Per,
are you up to it? If not, it's probably gonna be either cybersphinx or
me.
On Sun, Jul 26, 2009 at 9:55 PM, Dennis Schriddedevuran...@gmx.net wrote:
Am Sonntag, 26. Juli 2009 20:07:13 schrieb Per Inge Mathisen:
On Sun, Jul 26, 2009 at 7:46 PM, Dennis Schriddedevuran...@gmx.net wrote:
Add INI file parser (iniParser -- version 3.0b (beta) by N.Devillard)
Please add
On Sun, Jul 26, 2009 at 8:52 AM, bugs buggybuginato...@gmail.com wrote:
Just curious as to where we are at?
I know that most of the devs are away/busy, so things have slowed down
tremendously.
For a alpha 2.3 release, the major blockers/issues with that are power
code, skybox, and what
On Sun, Jul 26, 2009 at 12:51 PM, Per Inge
Mathisenper.mathi...@gmail.com wrote:
Zarel is pushing for a 2.2.2 relatively soon, what is the status of
this?
The sooner the better.
Unless I am hearing any objections, I'll be tagging for release today.
- Per
On Sun, Jul 26, 2009 at 7:46 PM, Dennis Schriddedevuran...@gmx.net wrote:
Add INI file parser (iniParser -- version 3.0b (beta) by N.Devillard)
Please add the possibility of --with-iniparser=system to configure.
Don't see why, as I don't think any distros package it. It is just
four, small
On Thu, Jul 23, 2009 at 12:17 AM, zare...@users.sourceforge.net wrote:
Add uncompressed terrain textures to originals.
Did you do lossy compression on the terrain tiles?
- Per
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On Thu, Jul 23, 2009 at 9:32 AM, Zarelzare...@gmail.com wrote:
Did you do lossy compression on the terrain tiles?
Yes (that's what the previous revision was), hence adding the
uncompressed ones to originals/.
Well, then I'm a bit worried about exactly what you did to those poor
tiles, since
On Tue, Jul 7, 2009 at 12:16 PM, Dennis Schriddedevuran...@gmx.net wrote:
Am Dienstag, 7. Juli 2009 11:57:19 schrieb Kamaze:
Also, I would like to do some acount cleanup with this as well. Right
now we have 325 users which have zero posts and haven't log into our
forums since we switched to
On Tue, Jul 7, 2009 at 1:26 PM, Kamazefearthec...@gmail.com wrote:
Because I belive that it should be possible to forget. Maybe people
forgot that they registered on our website or just don't care about our
project anymore. So, why should we still save their data, when they
aren't using our
On Sun, Jul 5, 2009 at 12:10 PM, Kreuvfkre...@warzone2100.de wrote:
Did anything special happen or are people just busy with other stuff?
I'm currently very busy with other stuff. From what I heard, several
others have the same problem right now.
- Per
On Wed, Jun 17, 2009 at 2:08 AM, Zarel zare...@gmail.com wrote:
Hey, dev list and/or staff forums (This message has been sent out to both).
I have several proposals for changes.
I have no objections to any of them. Getting a more prominent Downloads
link on the front page would be a huge
On Wed, Jun 17, 2009 at 7:43 AM, bugs buggybuginato...@gmail.com wrote:
I feel that a 2.2.1 release on June 21st is a good target date.
Since I am in the me too mode today, I will just write to say I agree.
If there is anything you need from me to pull a release out of the
hat, let me know.
On Mon, Jun 15, 2009 at 3:24 PM, Christian Ohmchr@gmx.net wrote:
On Monday, 15 June 2009 at 0:40, bugs buggy wrote:
In order to alleviate this as much as possible, I have modified the
crash handler dump file to spit out the openAL openGL vendor/version
strings.
I was thinking about how
On Thu, Jun 11, 2009 at 7:09 AM, bugs buggybuginato...@gmail.com wrote:
The main issue I see, is that we don't have enough testers--which is
why I think we should release often, and, I don't think we test
things on skirmish mp campaign.
This is why we should have at least 3-4 savegames that
On Thu, Jun 11, 2009 at 6:27 AM, bugs buggybuginato...@gmail.com wrote:
In case you haven't noticed, in r7717 (trunk) r7718(2.2), I fixed the
blasted seam issue. While I am still unclear why it wasn't fixed like
this before
Can you try to explain in words what stroke of genius it is that you
On Wed, Jun 10, 2009 at 7:50 PM, sen...@users.sourceforge.net wrote:
Revision: 7707
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7707view=rev
Author: sendai
Date: 2009-06-10 17:50:14 + (Wed, 10 Jun 2009)
Log Message:
---
Do not bother to process
On Mon, Jun 1, 2009 at 4:43 AM, bugs buggy buginato...@gmail.com wrote:
I thought that anything but the walls had spaces, so that the AI can
find a path around it?
Anything but walls and defense buildings.
I don't think units can drive over the rearm pads?
I could change that. It makes
On Mon, Jun 1, 2009 at 7:35 PM, bugina...@users.sourceforge.net wrote:
Change configure.ac to point to 2.2.0 instead of 2.2
Isn't this a little late? It makes it look like the error was not
made, while it was. Let's set it to 2.0.1 already in 2.2 branch
instead.
- Per
On Fri, May 29, 2009 at 9:25 PM, bugina...@users.sourceforge.net wrote:
Revision: 7587
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7587view=rev
Author: buginator
Date: 2009-05-29 19:25:03 + (Fri, 29 May 2009)
Log Message:
---
Move aivolution from
This small patch makes it possible to drag a line of rearm pad
production similar to how walls and defenses can be built by dragging
the production with the mouse. It also removes the obligatory empty
tile between rearm pads.
The reason should be obvious - it is currently very tedious to build
On Sun, May 31, 2009 at 8:58 PM, Zarel zare...@gmail.com wrote:
Um... but the obligatory empty line between rearm pads is like a
staple of Warzone!
Uhm... No?
On maps that are more cramped, being able to build rearm pads without
spaces between will be a god-send. It makes VTOLs a lot nicer to
On Thu, May 28, 2009 at 3:56 AM, bugs buggy buginato...@gmail.com wrote:
Does this sound good to everyone?
Does to me.
- Per
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On Thu, May 28, 2009 at 9:31 AM, Zarel zare...@gmail.com wrote:
Another idea - when the script loader breaks like it does here, just
restart the AIs?
Won't work for campaign scripts.
- Per
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Due to a small change in scripts that change the behaviour that the AI
copied whatever truck the human player had, skirmish savegames (only)
are incompatible between rc1 and upcoming rc2. Should we revert the
change or let it be?
- Per
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On Wed, May 27, 2009 at 2:06 PM, the_cybersph...@users.sourceforge.net wrote:
Run update-po
Why are you committing this over and over?
- Per
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On Sat, May 23, 2009 at 4:04 PM, Christian Ohm chr@gmx.net wrote:
This is from an optimized build (CFLAGS=-g -O2), so fpathCompare and
fpathOpenGet are inlined. I didn't get to 30 minutes though, it crashed after
~10 minutes (crashdump attached, autogame on ziggurat, with demomode to
On Mon, May 18, 2009 at 6:13 AM, bugs buggy buginato...@gmail.com wrote:
I just remembered that we are doing away with dpid voodoo in netplay,
so this isn't needed, but I am not sure if I should revert this now,
or wait, until netplay gets fixed?
I am quite sure I do not understand the
On Sun, May 17, 2009 at 7:38 AM, bugs buggy buginato...@gmail.com wrote:
When you hit pause, it just shows the menu, and you will get a black
screen, and CPU time goes down to practically 0.
Of course, this doesn't happen on a MP game, since pausing isn't allowed.
It is only a 1 line change
On Wed, May 13, 2009 at 3:57 AM, bugina...@users.sourceforge.net wrote:
Revision: 7402
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7402view=rev
Author: buginator
Date: 2009-05-13 01:57:25 + (Wed, 13 May 2009)
Log Message:
---
Fixes ticket:479
The
On Sun, May 10, 2009 at 1:56 PM, Florian Schanda
flor...@elysiumlarp.org.uk wrote:
Thanks. This is a good idea, and I love the blue water. Is it possible
to use some other colour than red for cliffs? I tried a few colour
combinations but got nothing that looked better.
Thanks :)
I also
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