Greetings all,
In order to get a more reliable mailing list that don't eat legitimate
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the new list.
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Again, this list will
On Sun, Feb 19, 2012 at 11:08 AM, Per Inge Mathisen wrote:
On Fri, Feb 17, 2012 at 3:10 AM, buginator 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
On Thu, Feb 16, 2012 at 9:23 AM, Per Inge Mathisen wrote:
A script should not get a warning for every event it does not
implement. If you want to warn about misnamed timers, this function
needs an additional bool parameter that is not set for events. If you
want to warn about misnamed events,
Need some clarification on the release strategy.
Namely:
3.1 goes into the beta cycle this weekend with the first build.
3.1.x will be for bug fixes only.
3.2 will be the next feature(s) from master
3.2.x will be bug fixes only.
4.0 will be for major features sitting in the repo in a feature
On Tue, Jan 24, 2012 at 8:20 PM, dak180 dak...@users.sourceforge.net wrote:
On 2012/01/24, at 3:19 PM, Per Inge Mathisen wrote:
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
On Fri, Jan 20, 2012 at 12:49 PM, Christian Ohm chr...@gmx.net wrote:
So, ehm, do we have a plan for 3.1? From my suggestion:
- Scrap the current 3.0.
- Update mingw-cross-env to sdl 1.2.15.
- Integrate quesoglc.
- Make a new 201201xx snapshot.
- Possibly fix stuff.
We are currently
On Thursday, 5 January 2012 at 7:48, nore...@github.com wrote:
Branch: refs/heads/master
Home: https://github.com/Warzone2100/warzone2100
Commit: 932d45244dd74dc61a208cf738be2b78e8a3b035
On Sun, Dec 18, 2011 at 6:44 PM, nore...@github.com wrote:
Branch: refs/heads/master
Home: https://github.com/Warzone2100/warzone2100
Commit: 579e1502cb20cb4ffdd1b669837ee921a6deb2fe
https://github.com/Warzone2100/warzone2100/commit/579e1502cb20cb4ffdd1b669837ee921a6deb2fe
On Sun, Sep 25, 2011 at 2:29 PM, nore...@github.com wrote:
Branch: refs/heads/master
Home: https://github.com/Warzone2100/warzone2100
Commit: 19f7851c0034d01dbc7317b4eaedce237efa2571
https://github.com/Warzone2100/warzone2100/commit/19f7851c0034d01dbc7317b4eaedce237efa2571
Forum member Ezio has re-encoded the video files.
The thread is located here: http://forums.wz2100.net/viewtopic.php?f=6t=7796
They have done:
480pv3 4:3 919 MB
and
720p 4:3 1.04 GB
Right now, we have low quality and standard quality.
We could drop the standard, and have low 480p (don't think
On Mon, Jul 11, 2011 at 9:50 PM, nore...@github.com wrote:
Branch: refs/heads/master
Home: https://github.com/Warzone2100/warzone2100
Commit: 6dd85baedfc6bb8b50d48d49a7f5e05ca6dfe798
https://github.com/Warzone2100/warzone2100/commit/6dd85baedfc6bb8b50d48d49a7f5e05ca6dfe798
On Mon, Jul 11, 2011 at 10:33 PM, Fastdeath fastde...@pc-dummy.net wrote:
On 2011-07-11 23:52, Per Inge Mathisen wrote:
1) All map files contain amap name.ini file - this replaces the
currentmap name.gam file and the map's addon.lev entry.
2) Maps are moved to data/maps/ which containsmap
On Fri, Jul 8, 2011 at 12:02 PM, nore...@github.com wrote:
Branch: refs/heads/master
Home: https://github.com/Warzone2100/warzone2100
Commit: 793c30a862627427282630bed87af8a3774bf719
https://github.com/Warzone2100/warzone2100/commit/793c30a862627427282630bed87af8a3774bf719
On Fri, Jul 8, 2011 at 12:02 PM, nore...@github.com wrote:
Branch: refs/heads/master
Home: https://github.com/Warzone2100/warzone2100
Commit: 793c30a862627427282630bed87af8a3774bf719
https://github.com/Warzone2100/warzone2100/commit/793c30a862627427282630bed87af8a3774bf719
On Fri, Jul 8, 2011 at 2:03 PM, Safety0ff safety0ff. wrote:
I was looking in raycast.cpp on other business and I noticed that the
callback could potentially be called twice for one tile, or not at all,
depending on how the ray crosses the tile.
So I'm wondering whether anyone has noticed this
On 5/19/11, Safety0ff @gmail.com wrote:
On 19/05/11 05:41 AM, Per Inge Mathisen wrote:
I am, but I think we should use the recently released Eigen 3, which
is still not much supported on linux distros. Not sure if that means
we should inline it in our own distribution for a while. By the time
I was pondering, if switching to a Qt frontend for Warzone would be a
good idea or not ?
All current menus the lobby screen would be using Qt's GUI.
Warzone will then be launched from the frontend.
Anything that needs configuring would be written to the config file
(or perhaps we can pass things
On 4/24/11, Kreuvf kre...@warzone2100.de wrote:
One thing is missing: a map editor. A new map format is of little value
without
an appropriate map editor or in other words: people need to be able to
switch to
the new format.
The only map editor that we have anyone maintaining is flaME.
So we
On 4/24/11, Christian Ohm chr@gmx.net wrote:
On Sunday, 24 April 2011 at 10:04, Per Inge Mathisen wrote:
This will have some consequences, like not being able to aim for a
stable release from master in a while,
I've wondered if the concept of stable release is actually useful for us.
On 4/24/11, Per Inge Mathisen xxx...@gmail.com wrote:
On Sun, Apr 24, 2011 at 6:36 AM, buginator xxx...@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
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 console on all
platforms.
LOG_INFO is still on in both debug release
On 4/16/11, Per Inge Mathisen per.mathi...@gmail.com wrote:
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)
On 3/30/11, Per Inge Mathisen per.mathi...@gmail.com wrote:
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
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 go that route or not.
Another possible idea, is stuffing everything into a
Qt's future is ???
SDL 1.3 (2.0) future is good, now that Sam is doing this full time,
and has other people working for his company.
Converting to SDL 1.3 won't be that difficult AFAICS.
Converting to Qt is mostly all done, it (did) mostly work on MSVC, and
linux when I tried, but haven't tried in
Pabs3 mentioned that we should remove all embedded 3rd party libs, and
I am OK with this.
This would mean we remove glee from source, as well as miniupnp.
I think the iniparser stuff is custom, though I am not 100% sure.
Objections ?
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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 from the conversion to C++.
Namely, BOOL -bool.
Yes, I know there are lots of them, but the issue is bool != BOOL.
In
3.0 Beta 3 has been released.
Changelog:
2010-11-14: Version 3.0 beta 3
* General:
* Change: Make map preview faster
(commit:5f42d0032a9c8dc0b4de60cbef7f9bba8b0b70f0)
* Fix: Prevent memory corruption in the scripting code
(ticket:1656, commit:1a6fb8a7547f23ce2bd7af153ac839cba999e2b0)
On 11/12/10, Kreuvf wrote:
Heyho,
1. Who removed the 3.0 beta 1 downloads from Sourceforge?
2. Why?
All builds that are not current get killed (well, the tarball is still
there), but that is it.
The reason is space concerns, as I posted before.
What do you all think, should we break savegames for 3.x or not ?
Issue here is: http://developer.wz2100.net/ticket/2173
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On 11/3/10, Christian Ohm wrote:
On Wednesday, 3 November 2010 at 18:22, Per Inge Mathisen wrote:
How much lost history are we talking about here?
Almost everything in the svn tags, i.e. the stuff we actually released, and
its
branch points. I only see 2.3.2, 2.3.3, 2.3.4, 2.3.5, 3.0-beta1
I wasn't sure the best way to handle these new builds we are about to do.
Do we rename pre-3.0 to 3.0 then tag it with pre-3.0.
Or do we just make a new branch from pre-3.0 and name it 3.0 ?
Once that is done, we make a new branch, 3.0-beta1, and use that to build from.
We still need a tag name
I was thinking this weekend would be a good time to include the new
textures into the repo.
What new textures ?
In case you haven't looked at them yet, then read
http://forums.wz2100.net/viewtopic.php?f=1t=6765start=0
and download the tarball or whatever for the platform you are on.
This would
On 10/15/10, dak180 wrote:
On Oct 14, 2010, at 11:06 PM, buginator wrote:
Everyone OK with a release this weekend ?
Before we do any release that we want any sort of feedback on
http://developer.wz2100.net/ticket/2220 needs to be taken care of.
While it would be nice if we could get
On 10/15/10, Giel van Schijndel wrote:
On Fri, Oct 15, 2010 at 06:56:32PM +0200, Per Inge Mathisen wrote:
I'm a bit out of the loop, I guess, on the git stuff. Are we now all
using gitorious, or are some people still hanging out at sf.net? If
gitorious is so horrible, perhaps we should try
On Wed Oct 13 17:49:59 2010 +0200, wrote:
Commit: 569fb996937bcfcab5547cb44431f781bcaa3b4b
Author: Cyp c...@wz2100.net
Date: Sun Oct 10 17:18:13 2010 +0200
Also fix MSVC *.vcproj files that somehow ended up in lib/ instead of
win32/, remove the last part that touches macosx.
Any thought on how we are going to handle the changelog now that we
reference commits by SHA-1 ?
We can't really use only the first 8 characters or so to make links
like the old r ones.
Do we just drop it from the changelog ?
We also need to specify the full SHA-1 in commit messages if we
I am planning on removing popt from pre-3.0 and using trunk's err
mainline's code instead.
Objections ?
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As you may have noticed, SVN access has been terminated.
We have decided to start using git.
Everyone who doesn't already have an account at gitorious, please do so ASAP.
http://gitorious.org/
Our project is at http://gitorious.org/warzone2100
You can clone with
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. (data/warzone)
It would be:
data/warzone
data/textures
data/sequences
The main
On 9/28/10, Per Inge Mathisen wrote:
On Tue, Sep 28, 2010 at 5:25 AM, buginator 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
For the project, I have been using git to port over the terrain +
TCmask support over from trunk, as to a test case for windows users.
I already did a test case with hg when I did qt-trunk merge.
Hg is much more polished in the GUI department, you hardly ever need
to drop down to the shell to
Since we have fairly frequent releases, the builds in Debian stable
end up being quite old. This also means that Ubuntu will pull in old
versions, and on down the line.
Should we just not be in stable, and only be in testing, or doesn't it
matter much?
My opinion on this is, we should just be
On 9/17/10, muggen...@users.sourceforge.net wrote:
Revision: 11676
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=11676view=rev
Author: muggenhor
Date: 2010-09-17 09:35:29 + (Fri, 17 Sep 2010)
Log Message:
---
vertex shader: don't use deprecated ftransform()
Since I have implemented map support for X players, (where X = 2
through 8), this will require a slight change in how maps are made.
The thread for this is located here:
http://forums.wz2100.net/viewtopic.php?f=5t=5309start=165#p69854
I feel it would be best to do a major version bump from the
First off, we need everyone to vote which icons to use for Cyp's changes.
(no VTOL, no Cyborgs, and no tanks, and the kick icon)
http://forums.wz2100.net/viewtopic.php?f=33t=6439
I also think we should include the intel vids from sequences.wz along
with novideo.ogg file (which has been in all the
On 9/15/10, Giel van Schijndel wrote:
On Mon, Sep 13, 2010 at 11:53:06PM +, buginator@
wrote:
Log Message:
---
Fix edit boxes so they correctly calculate the string's pixel borders.
Motivation of this patch was because of some whiny guy on IRC. ;)
Not to be whiny but, you
On 9/12/10, Christian Ohm wrote:
The way I'd do 2.3 releases is:
0. Make Fastdeath's server build daily SVN snapshot builds, so hopefully the
changes in current SVN get a bit more exposure before being in a RC.
1. Branch a release branch off from 2.3 (either abusing a tag, or making a
2.3.5_rc1 has now been released.
Have fun testing. :)
Changelog:
2010-09-02: Version 2.3.5RC
* General:
* Change: Show a placeholder video of where to get the videos when
they were not installed (r11566, ticket:2052)
* Change: Don't allow sensor/weapon range display in MP games (r11501)
On 9/2/10, Guangcong Luo za...@wz2100.net wrote:
On Thu, Sep 2, 2010 at 12:24 AM, buginator wrote:
We need to kick this release out ASAP--we are already late.
This release does change lots of stuff, and 1-5 day additional testing
by as many people as we can get is sorely needed.
I
On 9/2/10, Guangcong Luo wrote:
On Wed, Sep 1, 2010 at 11:54 PM, Daniel Kliman wrote:
I object on the grounds that I will be gone until next Tues. night.
Unless of course, someone else wants to make the mac builds?
I won't have a Mac until Friday night, so we may have to postpone until
On 8/18/10, Per Inge Mathisen wrote:
On Wed, Aug 18, 2010 at 1:22 AM, buginator 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
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 the game again. All attempts
are logged.
There is currently a limit of
On 8/17/10, Guangcong Luo wrote:
On Tue, Aug 17, 2010 wrote:
Change FMVs to be 1x for default instead of full screen.
At higher resolutions, the FMVs are just too blocky.
1X is native, which has the best image quality on the 320x200 source FMVs.
Isn't this overkill?
I mean, on a modern
On 8/10/10, Christian Ohm 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 difficult).
Objections to tagging
Sorry, forgot to post this to the ML:
=
Today, we release 2.3.3, and we strongly urge you to upgrade
immediately, since it corrects a memory corruption bug that has been
present throughout the 2.3 series. The two problems of 2.3.2, errors
with burn damage and map loading, have also
Thanks to Cybersphinx and Dak180 for making available builds for the
proposed new textures from ticket:
http://developer.wz2100.net/ticket/2013
Please vote on how you like these new textures.
http://forums.wz2100.net/viewtopic.php?f=6t=6101
We also have ticket:
On 7/27/10, Per Inge Mathisen wrote:
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 --
On 7/27/10, buginator wrote:
Currently, we wait 2500ms for some sockets, and wait forever for other
sockets (which you may have noticed when the game froze on you), so
the question is, for reading the sockets, do we wait 2500ms as well,
or make it more or less ?
Remember, the higher
On 7/27/10, Guangcong Luo wrote:
On Tue, Jul 27, 2010 at 10:41 PM, buginator wrote:
Currently, we wait 2500ms for some sockets, and wait forever for other
sockets (which you may have noticed when the game froze on you), so
the question is, for reading the sockets, do we wait 2500ms
On 7/24/10, Kreuvf kre...@warzone2100.de wrote:
Guangcong Luo wrote:
On Sat, Jul 24, 2010 at 1:32 PM, Stephen Swaney sswa...@centurytel.net
wrote:
On Sat, Jul 24, 2010 at 01:05:28PM -0500, Guangcong Luo wrote:
It's just that videos-standard.wz and videos-lowquality.wz seemed a
On 7/22/10, Christian Ohm wrote:
On Thursday, 22 July 2010 at 15:23, buginator wrote:
Using SF trac, I have come up with these changes so far, I think we
should try for a 2.3.2 release this weekend.
Fine by me, probably. As you might have noticed, I've updated the Debian
packaging so
On 7/22/10, dak180 wrote:
On Jul 22, 2010, at 9:19 PM, Guangcong Luo wrote:
At the same time, I'd like to consolidate the video location to one
place. To do that, however, we'd need to get PhysFS to search
/Library/Application Support/Warzone 2100/sequences.wz, which I can't
seem to
On 7/18/10, zare...@users.sourceforge.net wrote:
Revision: 11231
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=11231view=rev
Author: zarelsl
Date: 2010-07-18 23:38:56 + (Sun, 18 Jul 2010)
Log Message:
---
Fix bug #1994 - hack some `#ifdef`s to
Using SF trac, I have come up with these changes so far, I think we
should try for a 2.3.2 release this weekend.
Objections ?
Proposed Changelog (so far, I know I have missed some stuff):
2010-07-24: Version 2.3.2
* General:
* Change: Save settings when receiving an SDL_QUIT event.
On 7/14/10, Cyp wrote:
Hi,
I'm planning on merging the newnet branch to trunk in a day or two,
unless there are objections.
This should fix all synch issues (such as units mysteriously
exploding, and units moving in different directions on different
clients, or players disagreeing on
On 6/24/10, Per Inge Mathisen wrote:
On Thu, Jun 24, 2010 at 5:40 AM, buginator wrote:
If we start to add features that do require beta testing, what are we
going to do ?
We could do beta testing...
I was hoping for less work, not more, with the upcoming release of the
3.0 beta, doing
On 6/23/10, Per Inge Mathisen wrote:
One thing we should consider backporting to 2.3 is the wavecast code,
which makes visibility a ton faster in trunk than in 2.3.
Though, that doesn't answer the question on what we should do with the
2.3 branch.
If we start to add features that do require
Currently, I was assuming that 2.3 was feature locked, and we would
only be doing bug fixes.
However, it has been expressed that the branch shouldn't be feature locked.
Do we make a new branch, which would be the current 2.3 base (and name
it something like branch/2.x, delete the current
Greetings all, it looks like the 2.3.1 windows build wasn't built that
way we expected it should have been built, since we have the mouse
cursor issue again.
More details are here:
http://forums.wz2100.net/viewtopic.php?f=4t=5627start=0
Do we make a 2.3.1a release, (only for windows?) or just do
On 5/18/10, Christian Ohm wrote:
On Tuesday, 18 May 2010 at 21:48, Per Inge Mathisen wrote:
On Tue, May 18, 2010 at 9:07 PM, Christian Ohm 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.
On 5/18/10, dak180 wrote:
On the font corruption issue, as the Qt example programs seem to have on
issues on the mac and that it only effects the menu title text and not any of
the others I doubt that it is a driver issue.
Actually, looking at the examples, none of those do what we do, so
On 5/18/10, buginator wrote:
Actually, looking at the examples, none of those do what we do, so
that isn't really a valid comparison. Possible Qt bug, or driver, or
it is just a quirk that it works on windows linux.
Possibly related?
http://bugreports.qt.nokia.com/browse/QTBUG-9706
https
For those that haven't been looking at the commit logs, we have two
new branches.
qt-trunk = svn/trunk + svn/qt (imagine that!)
codename = svn/trunk @ r10808
Both need to be kept in sync with svn/trunk, until we can kill off
qt-trunk when the mac issues are fixed.
The main reason for the
Anyone have any objections to this patch:
http://developer.wz2100.net/ticket/1757 ?
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On 5/12/10, Per Inge Mathisen wrote:
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 schedule a 2.3.1 bug-fix-only
release for mid-June?
We are a bit passed
On 5/12/10, manofli...@gmail.com manofli...@gmail.com wrote:
2.3 is a solid release except for the bug that causes it to pause for long
periods of time thus making the game unplayable.
other than that. its great.
Have you made a ticket about this ?
I have never seen this happen.
We need
On 5/10/10, Warzone 2100 Trac wrote:
#1847: Preliminary qt-trunk merge patch
---+
The ETA on the merge should be this weekend or maybe next weekend, or
whenever Cyp has time to do this on gitorious and then push to
We have a hg test repo of the Qt branch up and running here:
ssh://usern...@warzone2100.hg.sourceforge.net/hgroot/warzone2100/qt_test
Have at it. :)
If you never used if before, then this is a good tutorial:
http://hginit.com/ (everyone says this is the best one)
If you rather watch a video
On 5/7/10, Kronos wrote:
while i didn't wanted to extend this discussion here, the same problem
happens here, and worse, it was happening at multi-play. Last time it
happened, the game completely froze off, and the only way to exit the game
was rebooting my machine.
Seriously, I don't
On 5/5/10, james wrote:
It happening with me in a single player skirmish mode with
sk-cocktate. and they are getting longer the longer the game goes on.
its at 6:20 hours but I have saved and rebooted several times and it
just keeps getting worse. the mouse still moves around the screen
On 5/3/10, Gilles J. Seguin se...@videotron.ca wrote:
what is missing from
git://gitorious.org/warzone2100/mainline.git
?
what is problematic ?
who is lost ? the administrators or the users
Are you asking if we are using that? Officially, not really. We are
still using SVN.
On 5/3/10, Christian Ohm wrote:
Since there seems to be no winner in the RCS discussion, we have basically
two
choices: 1. stay with SVN, 2. Decide on one of them (as backend at least).
From
what I've read, it seems it is easily possible to access a git repository
with
both hg and
On 4/30/10, Christian Ohm wrote:
On Thursday, 29 April 2010 at 22:45, buginator wrote:
After some more tinkering with the code, I finally found the issue
that MSVC was having. In short, a bool in c is a int, and in c++ a
bool !=int. It was always returning 256 on false
On 4/29/10, Christian Ohm wrote:
On Wednesday, 28 April 2010 at 18:34, NoName wrote:
I do still vote for Mercurial.
How about accessing a git repo with hg?
http://candidcode.com/2010/01/12/a-guide-to-converting-from-mercurial-hg-to-git-on-a-windows-client/
I belive you can do that
After some more tinkering with the code, I finally found the issue
that MSVC was having. In short, a bool in c is a int, and in c++ a
bool !=int. It was always returning 256 on false, and -858993663 on
true. For those that don't see what that is, here:
false = 0x0100, true = 0xcc01
On 4/28/10, dak180 wrote:
On Apr 28, 2010, at 2:58 AM, Per Inge Mathisen wrote:
That leaves only
the question of whether git is good/user-friendly enough on
Windows/Mac.
For a number of reasons I would prefer mercurial, of which I think the most
important is that the mac gui for git
Because of the way some of the merges were done in this branch, it is
very difficult to find out what the exact change was that broke some
stuff in qt.
I think it would be much easier for us to rebase qt from trunk, and
apply the qt specific patches to a new branch.
I count around 74 patches,
On 4/27/10, Dylan Dog dyd...@googlemail.com wrote:
Hello
Sorry for the late response to you PM on the forum.
Yes, please help me to close the current DyDo thread, I`ll then open a new
one. I do not know how to close the actual thread but it seems I do not have
the rights...
Done.
Which
On 4/26/10, Zarel wrote:
On Mon, Apr 26, 2010 at 4:19 PM, Per Inge Mathisen
wrote:
It will break mods... - Per
And if one does, well, my recent cursor additions (not to mention your
new icons for ECM stuff - at least, I think they're yours) will break
it anyway. :P
It's somewhat
2.3.0 has been released, windows source tarball have been completed,
and the mac builds are pending.
Thanks for all the hard work you all have done in getting 2.3.0 out the door.
We now move on to better things. :)
Here is a full changelog for 2.3.0 (you can thank me later!)
2010-04-24:
If no objections, since we don't use it, we should kill \pkg\dpkg.
Any objections? Looks like it was used when we made debian builds,
but all the files in that directory are pretty much old / unnecessary.
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Warzone-dev mailing list
Since the sync bot is MIA again, (and it looks like it was skipping
patches as well) would it be ok to start doing mass syncs to those
branches, or will that hose up the history when we merge things back
to trunk ?
Is there a better way to handle syncs ?
On 4/23/10, dak...@users.sourceforge.net wrote:
Revision: 10689
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10689view=rev
Author: dak180
Date: 2010-04-23 04:12:19 + (Fri, 23 Apr 2010)
Log Message:
---
Distinguish between different types of .wz
Since we still have issues with multi-turrets, that have never been
fixed, I think we should disable them once again for 2.3.0.
Main issues, it still can look like crap, and the range issue for the
turrets, and I am sure there are some other issues hiding.
Objections ?
On 4/23/10, Guangcong Luo wrote:
On Fri, Apr 23, 2010 at 7:21 PM, buginator wrote:
Since we still have issues with multi-turrets, that have never been
fixed, I think we should disable them once again for 2.3.0.
Main issues, it still can look like crap, and the range issue
On 4/22/10, Christian Ohm wrote:
On Sunday, 18 April 2010 at 13:21, buginator wrote:
** DO NOT COMMIT into tags/2.3.0 without ML or IRC approval ***
Things we might possibly want to include in 2.3.0:
http://developer.wz2100.net/changeset/10659 - fix compilation with gcc 4.5,
only
On 4/20/10, Per Inge Mathisen wrote:
On Tue, Apr 20, 2010 at 11:36 PM, Stephen Swaney 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
On 4/20/10, Guangcong Luo wrote:
As I've mentioned several times, there are ways of gesturing thanks
that don't mislead users into thinking Pumpkin Studios made 2.3 (and
since they're defunct, Warzone must be a dead game). I mean, there is
something wrong if Pumpkin Studios gets more
On 4/12/10, Dylan Dog wrote:
ok, sorry but I have very low knowledge about svn.
I had downloaded the two mentioned files, modified them locally then when I
tried to commit them TortoiseSVN always gave me an error back (file
already exists ??) which avoided the update on the branch. That is
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