Since nobody has had time to update the docs/* to make them current, I
think we should just scrub that directory, and instead have links to
our web site wiki FAQ. Those are mostly up to date, and we
wouldn't really need to do anything.
For the windows installer, I have removed the option to
On 5/28/09, Zarel zare...@gmail.com wrote:
2009/5/27 Christian Ohm chr@gmx.net:
Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's possible,
but savegame compatibility is important (esp. for campaign, which doesn't
seem
affected - this time).
Wouldn't it just be
The file on GNA
http://download.gna.org/warzone/releases/mods/community-music_1.0.wz
isn't in the correct format for 2.2.
Since the playlist code has been neutered, that file won't work as is.
Do we repackage it, and bump the version number, or do we remove it
from the installer option to
On 5/26/09, Dennis Schridde devura...@gmx.net wrote:
Hi Buggy!
Am Dienstag, 26. Mai 2009 20:53:37 schrieb bugs buggy:
The file on GNA
http://download.gna.org/warzone/releases/mods/community-music_1.0.wz
isn't in the correct format for 2.2.
Since the playlist code has been
If we follow the roadmap, we have until 6/1/09 for the release of 2.2
This is just a heads up for everyone, stating, if you have anymore
changes (aka fixes) that needs to be in 2.2, speak up now, or wait for
2.2.x.
The only thing that needs to be done for the installer is, offer the
user a
On 5/22/09, Christian Ohm chrx...@gmx.net wrote:
Equally obvious should be that slow but working is better than fast but
crashing. Performance can later be achieved by profiling and optimizing the
bottlenecks. As I recently added to ticket #225, I did an oprofile run on
Warzone, and OpenAL
On 5/21/09, Kreuvf kreuxxx...@warzone2100.de wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
bugs buggy wrote:
For those of you that have missed it, I am currently changing (some)
ASSERT()s to ASSERT_OR_RETURN() to prevent crashes and / or garbage
output in release builds
On 5/21/09, Zarel zarelx...@gmail.com wrote:
Currently, the only way to set needinfo status on a ticket is to close it.
The problem is, due to a recent spam attack, normal users no longer
have the privileges to reopen a ticket (or remove the needinfo
status). Furthermore, even if they do,
For those of you that have missed it, I am currently changing (some)
ASSERT()s to ASSERT_OR_RETURN() to prevent crashes and / or garbage
output in release builds.
Of course, the change only happens if the condition in the ASSERT can
cause a crash/ undefined behavior / garbage output.
The only
Is there a reason why the mac exception handler is different than the rest?
I don't see the source for it anyplace?
The reason is, I wish to make it dump out more information that what
it does now, to make it more like the windows linux dumps.
___
On 5/18/09, Per Inge Mathisen per.maxxx...@gmail.com wrote:
On Mon, May 18, 2009 at 6:13 AM, bugs buggy buginxxx...@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
On 5/17/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
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 5/17/09, Zarel zarxx...@gmail.com wrote:
2009/5/17 bugs buggy buginxxx...@gmail.com:
So what is the bottom line? Apply this patch for 2.2, and not trunk,
and if enough people don't like it, we can revert back to the old
behavior on the release after 2.2?
Oh, no, we
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?
___
Warzone-dev mailing list
Warzone-dev@gna.org
On 5/13/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
Fixes ticket:479
The radar can expand its size during certain missions, also we only assert
if this happens in a skirmish/MP game, since we currently do not allow levels
to change in those modes.
That is one really ugly
On 5/10/09, Zarel zare...@gmail.com wrote:
Let's just release 2.1.4. Seriously, I've never heard of dropping
support for the current release branch just because you want everyone
else playing the development branch, no matter how close the
development branch is to release (and, again, I
On 5/10/09, Florian Schanda flor...@elysiumlarp.org.uk wrote:
Hi all,
attached is a patch for 2.2 which will show water in blue and cliffs red on
the skirmish / mp map preview.
Florian
Back when I was screwing around with this code, you almost need 3
different color pallets, one
On 5/9/09, Florian Schanda flor...@elysiumlarp.org.uk wrote:
Hello all,
I don't know what did it, but as of now trunk works on the r300 free software
drivers. (Not very fast, but certainly better than instant segfault.)
So thanks a lot!
That was a hack by suokko (Pauli Nieminen), in
On 5/9/09, Christian Ohm chrx...@gmx.net wrote:
On Friday, 8 May 2009 at 0:54, Zarel wrote:
2009/5/8 bugs buggy buginax...@gmail.com:
People are not going to test 2.2 if the 'most requested bugfixes' are
fixed in 2.1. They have no motivation to upgrade.
I should also mention
On 5/9/09, Zarel zarexx...@gmail.com wrote:
2009/5/8 bugs buggy buginxxx...@gmail.com:
About mods:
* NTW Delphino said he will maintain it, and wishes it to remain in svn.
Someone needs to give Delphinio SVN access.
* 'grim's' mod is broken. ( I think we should remove it, for reasons
On 5/8/09, Zarel zarelxxx...@gmail.com wrote:
2009/5/8 bugs buggy buginxxx...@gmail.com:
Check the lua branch. Most all these script issues will be fixed with
lua, once we get that up and running.
AFAIK, Gerard did have AIV at least partially converted.
Does Lua fix the BecomePrey
On 5/8/09, Per Inge Mathisen per.xx...@gmail.com wrote:
On Fri, May 8, 2009 at 8:05 AM, Zarel zare...@gmail.com wrote:
BecomePrey was designed for 1.10, and Aiv was designed for 2.1, and
2.2 balance is _much_ more similar to 1.10 than 2.1. Plus, I've heard
that BecomePrey is overall a
Can everyone speak up on what they do/do not want in 2.2?
About mods:
* NTW Delphino said he will maintain it, and wishes it to remain in svn.
* 'grim's' mod is broken. ( I think we should remove it, for reasons
stated on ML)
* Remove 'autoload' folder? ( I think we should remove it, for reasons
On 5/8/09, Kreuvf kre...@warzone2100.de wrote:
bugs buggy wrote:
2.2 has been 'cooking' for a extremely long period of time.
Pushing beta builds to a lackluster community response, and, what is
worse is, people are still creating new content for 2.1, which won't
work with 2.2.
Has
On 5/4/09, Kreuvf kre...@warzone2100.de wrote:
Dennis Schridde wrote:
OBJECTION!
There are various valid reasons to use different hosts and ports, incl.
firewalls, tunnels, forwards, private games and possibly others.
--DevU
I second this. Additionally this type of
On 4/23/09, bugs buggy bugixx...@gmail.com wrote:
On 4/23/09, Cheny Luo cx...@gmail.com wrote:
Hey, guys.
So we currently have three unmaintained third-party mods in 2.2 and trunk:
- Grim's graphics
- Aivolution
- NTW
NTW crashes on start, and can't be made
On 5/7/09, Zarel zarexxx...@gmail.com wrote:
2009/5/7 bugs buggy bugixxx...@gmail.com:
And I would like to remind everyone, that 2.2 is just as stable (if
not more so) as 2.1 was at the time of its release.
Are you sure of this? The forums are rife with people going back to
2.1 because
On 5/8/09, Zarel zare...@gmail.com wrote:
By the way, guys, is it okay if we release 2.1.4 concurrently with 2.2 RC1?
Buggy and stiv seem to be very against the idea, Cybersphinx sounds
neutral, Per sounds for it.
Here's why I think releasing 2.1.4 is a good idea:
- As mentioned
On 5/7/09, Zarel zare...@gmail.com wrote:
In addition, while Aiv is technically a first-party mod, it's
unmaintained, and there are many Aiv-related crashes that no one has
fixed. 1.10-ai is more stable, since it's actually somewhat
maintained.
I'm advocating dropping Aiv not because
Was planning on a 2.2 Beta 3 scheduled for release this weekend.
Major fixes are Lobby server code (and client side) improvements, and
more bug fixes.
We also still have a large number of .po files that need to be
straightened out.
Multiple versions of the same language (3 for Russian, 2 for
On 5/6/09, Dennis Schridde devuran...@gmx.net wrote:
Am Mittwoch, 6. Mai 2009 21:57:48 schrieb bugs buggy:
Was planning on a 2.2 Beta 3 scheduled for release this weekend.
Nice, appreciated.
Major fixes are Lobby server code (and client side) improvements, and
more bug fixes.
I
On 5/4/09, Zarel zare...@gmail.com wrote:
Hey, guys.
Having to click OK twice in the middle of an installation (to
install OpenAL) is kind of annoying. Also, having the OpenAL installer
pop up when the Warzone installer is in silent mode is not only
annoying, but defeats the purpose of
Is there any valid reason why we allow the masterserver port and the
gameserver port to be changed via the config file?
I can understand the masterserver name, since that could change, but
the ports shouldn't be able to be switched to something else IMO.
If no objections, I plan to disable that
On 5/1/09, Zarel zare...@gmail.com wrote:
2009/5/1 Per Inge Mathisen per.mathi...@gmail.com:
On Fri, May 1, 2009 at 9:14 AM, zare...@users.sourceforge.net wrote:
Misc. multiplayer bugfixes.
Please work harder on your commit messages.
Ehh, sorry about that. Was trying to get back
On 4/23/09, Christian Ohm chr@gmx.net wrote:
On Thursday, 23 April 2009 at 20:00, Zarel wrote:
2009/4/23 Christian Ohm chr@gmx.net:
- Change the font to DejaVu Sans: monospaced fonts are quite ugly imo,
and
there's no need for it, OSX even uses a proportional font already.
On 4/23/09, Zarel zare...@gmail.com wrote:
2009/4/23 bugs buggy bugi...@gmail.com:
I am not sure it is fontconfig, freetype, or QuesoGLC. I just know
that I can't duplicate it, and I don't have vista to really see what
lib is responsible.
I just know that we don't do anything wrong
On 4/23/09, Cheny Luo cx...@gmail.com wrote:
Hey, guys.
So we currently have three unmaintained third-party mods in 2.2 and trunk:
- Grim's graphics
- Aivolution
- NTW
NTW crashes on start, and can't be made to start at all. Aivolution
isn't very much of a threat considering it was
I think we should start converting the source code, on a file by file
basis, starting with the libs, and working our way to src.
The reason behind this is, it will be much easier to simply run astyle
when we get patches, to fix them into the proper format, and in the
long term, it is better for
Yes, I know trac tickets are very boring to handle, but all these have
been waiting for a long time, and I am not sure how we check / handle
these translations.
It also makes us look bad, if they think we are ignoring them, and
won't update things later!
We also got multiple copies of some
We are short of active developers, and we could use more help.
It is a huge PITA for the release maintainer to handle all that needs
to be done themselves, and then nobody wants to be the release
maintainer, since it is a ton of extra (boring) work, like updating
the changelog.
For those that
On 4/10/09, Zarel zarelxx...@gmail.com wrote:
2009/4/9 bugs buggy buginatorxx...@gmail.com:
When a person hosts game, they can pick any mods they want, and they
would specify each one on the command line.
How's about, they don't specify them on the command line, but mods are
selected
I would like to remove all mod/* from physfs search path, and instead
force users to enter the mod they want to use via the command line (or
perhaps a QT4 based frontend).
The main issue at hand, is that we can't really detect when a mod is
loaded, or what it is changing, without a heck of allot
On 4/8/09, Christian Ohm chr@gmx.net wrote:
Damn, forgot to change the subject. Please reply here.
On Wednesday, 8 April 2009 at 14:19, Christian Ohm wrote:
I do have an X800 running with the free drivers, and trunk doesn't work
for me
as well. A crashdump is at
Speak now before we do these changes. They must be done all at once!
In short, game server port is now 2100
Master server port is now 9998
config dir is now Warzone 2100 2.2 (for mac/windows) and .warzone2100-2.2
The bot will need updating.
Anything else?
http://developer.wz2100.net/ticket/370
On 4/7/09, Elio Gubser elio.o...@gmail.com wrote:
Am Dienstag, den 07.04.2009, 15:49 -0400 schrieb bugs buggy:
Speak now before we do these changes. They must be done all at once!
In short, game server port is now 2100
Master server port is now 9998
config dir is now Warzone 2100
On 4/7/09, Per Inge Mathisen perxx...@gmail.com wrote:
I don't think adding version checking code to 2.2 is a good idea.
Let's not do a lot of changes to it, so that it can be released.
Um, I think your wrong on this, it isn't *that* much that has been
changed/modified.
The lifespan of 2.2 is
On 4/7/09, Zarel zarelx...@gmail.com wrote:
2009/4/7 bugs buggy buginatorx...@gmail.com:
We also may want to change GAMESTRUCT, so the master server can take
care of games that have a password, and other stuff we want to check
for?
YES.
First, let me explain a bit.
typedef struct
On 4/6/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
I've successfully(*) moved the svn repository to sf.net, and you can
start committing again.
However, you need, obviously, an sf.net account to do so. If you lack
one, contact me or gerard_ for the time being.
The new URL is:
On 3/21/09, Dennis Schridde devuran...@gmx.net wrote:
Am Samstag, 21. März 2009 05:22:28 schrieb bugs buggy:
On 3/18/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
So in order to get good support for user modifications, we should
remove support for mods.
Not sure 'remove
Apparently, I didn't make it clear enough.
For all previous versions of the game, we only changed 'masterserver_port'.
That was 9998 for 2.0.10
http://svn.gna.org/viewcvs/warzone/tags/2.0.10/src/configuration.c?rev=3225view=markup
It is 9997 for 2.1.x
On 3/21/09, Zarel zare...@gmail.com wrote:
2009/3/21 bugs buggy buginato...@gmail.com:
Apparently, I didn't make it clear enough.
For all previous versions of the game, we only changed 'masterserver_port'.
That was 9998 for 2.0.10
http://svn.gna.org/viewcvs/warzone/tags/2.0.10
On 3/14/09, Dennis Schridde devuran...@gmx.net wrote:
Dump from IRC:
Use a simple number (int), which we increment everytime we change the netcode
in an incompatible way.
Use a 2nd number in addition, which we increment if some compatible
enhancement happens. (And reset when we increment
On 3/17/09, Gerard Krol g.c.k...@student.tudelft.nl wrote:
Hello everyone,
I'm still a little sad that we didn't switch to Git. However, I made it
possible to use both Git and SVN.
Anyone who wants to crawl out of the SVN pit is welcome to clone
On 3/18/09, Zarel zare...@gmail.com wrote:
2009/3/18 bugs buggy buginato...@gmail.com:
Right now, we only check on the version string. All the other stuff
we send isn't used.
I am also not sure about the time period to wait before we auto kick
someone. Right now, it is set
Was wondering what port should we change 2.2 to use?
2.0.x was using: (do we still have a 2.0 lobby server?)
gameserver_port:
masterserver_port: 9998
2.1 is using:
gameserver_port:
masterserver_port: 9997
Do we switch to 1 for 2.2 trunk? (Note, this will be the last
switch, since
On 3/14/09, Dennis Schridde devuran...@gmx.net wrote:
Am Samstag, 14. März 2009 10:28:10 schrieb Kreuvf:
bugs buggy wrote:
Anyone have any opinions on what should be done?
There comes something to my mind:
If version checking is implemented in 2.1.3, it should be able to figure out
On 3/14/09, Christian Ohm chr@gmx.net wrote:
On Saturday, 14 March 2009 at 11:53, bugs buggy wrote:
On 3/14/09, Dennis Schridde devuran...@gmx.net wrote:
Am Samstag, 14. März 2009 10:28:10 schrieb Kreuvf:
bugs buggy wrote:
Anyone have any opinions on what should be done
On 3/14/09, Dennis Schridde devuran...@gmx.net wrote:
Am Samstag, 14. März 2009 16:53:21 schrieb bugs buggy:
On 3/14/09, Dennis Schridde devuran...@gmx.net wrote:
Am Samstag, 14. März 2009 10:28:10 schrieb Kreuvf:
bugs buggy wrote:
Anyone have any opinions on what should
On 3/13/09, Zarel zare...@gmail.com wrote:
2009/3/13 Stephen Swaney sswa...@centurytel.net
Perhaps I'm becoming a neo-Luddite or perhaps I've been in this
business too long, but I find the lack of a single shared repository
disturbing. I do know a software development effort lives and
On 3/13/09, Dennis Schridde devuran...@gmx.net wrote:
Am Freitag, 13. März 2009 23:12:58 schrieb bugs buggy:
This is a good point. If we don't have a centralized repo, then I am
not sure how we can 'control' (for the lack of a better word) what the
distros ship out.
IMO
On 3/13/09, Zarel zare...@gmail.com wrote:
I again suggest Google Code (SVN). The last time I suggested it, the
only objection was that EvilGuru disliked that even though Google
would near certainly accept the request, they have the choice to
reject the request. Which is a rather silly
I finally found the cause for people getting disconnected for no
apparent reason (especially in longer games).
The fix is simple enough, but the issue is, we can't stop 2.1.2 people
from connecting to 2.1.3 people. And since the main point of the fix
is to allow people to NOT drop connections, I
On 3/13/09, Dennis Schridde devuran...@gmx.net wrote:
Hi Buggy!
Am Samstag, 14. März 2009 01:30:39 schrieb bugs buggy:
now, how do we work with the files, since they are still in the main
directory.
I am not exactly sure what you are explaining here...
I mean, I know how git
I don't know why we didn't do this before, but the NTW mod has maps,
and also what looks like Troman's old AI (Genghis Khan) in it.
Is there any reason why we don't rip that stuff out of that mod, and
add the maps to the normal map list (we can always use more default
maps!), and create a AI mod
On 3/7/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
Hello,
The sound fix seemed to have some issues, so it will have to wait. I
have tagged the 2.1.2 release now, and people who want to build
binaries for various platforms please reply now to let me know that
you have work in
On 3/6/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
On Fri, Mar 6, 2009 at 1:05 PM, Freddie Witherden fred...@witherden.org
wrote:
I am not going to be around much over the weekend and so would appreciate
it
if we could get 2.1.2 and 2.2 alpha1 (or beta1) tagged so that I can
I did some version checking code (which was in the game before, why
was it removed?), for trunk/2.2, and we can't fix it so that it can't
connect between 2.1.x to trunk/2.2
With the version checking code, the net code is too different in trunk
/ 2.2 and 2.1.x. Since the code is too different, it
On 3/5/09, Zarel zare...@gmail.com wrote:
2009/3/4 Zarel zare...@gmail.com:
2009/3/4 Dennis Schridde devuran...@gmx.net:
As an additional note: Ubuntu apparently just managed to sync with their
upstream and is therefore just as up-to-date as Debian again. Wow. :)
Well, to be exact,
On 3/4/09, Kamaze fearthec...@gmail.com wrote:
We have the FMVs now for quite a while, how is the status about
inlcuding them in one the the next releases (2.2 Series?)?
grumble...one of these days...
Also, I think there is a need to polish the windows installer a little
bit. My opinion
On 3/2/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
On Mon, Mar 2, 2009 at 8:18 AM, Gerard Krol g.c.k...@student.tudelft.nl
wrote:
I would like to propose we switch to Git (http://git-scm.com/) for our
version control needs.
I am all for it and have suggested it before, but our
On 3/1/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
On Sat, Feb 28, 2009 at 10:42 PM, bugs buggy buginato...@gmail.com wrote:
As I see it, this must be the bug
fix part:
+ // Since ANYPLAYER is supposed to be controlled by host only,
that
creates a issue when
On 3/1/09, Dennis Schridde devuran...@gmx.net wrote:
Am Sonntag, 1. März 2009 10:49:22 schrieb Dennis Schridde:
Am Samstag, 28. Februar 2009 20:42:00 schrieb Dennis Schridde:
I played a bit with implementing a better memory pool for effects and
this is what came out.
Updated,
On 2/22/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
Hello,
I have updated the 2.1 branch with backports of fixes that I am quite
sure of, and I think it is worth doing a 2.1.2 release from it quite
soon. If anyone else have fixes that they are very confident about,
please commit
On 2/28/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
On Sat, Feb 28, 2009 at 4:36 AM, Bugs Buggy buginato...@gmail.com wrote:
*Actually remove features, and notify others that the feature was removed.
(AKA, actually sync between machines.)
I would appreciate if you would not mix
On 2/28/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
Hello,
I have been doing some backporting for Buginator today, because he has
such trouble getting into gna.org (a subject worth a discussion of its
own), but I have noticed that he is not the only one who is forgetting
to
Just a FYI for those that haven't noticed, but the terrain branch is
now merged with trunk.
2.2 was split from trunk before that event.
AFAIK, xcode hasn't been fixed for 2.2 or trunk, but the other build
systems except c::b are fixed.
We still have the LUA branch that will need to be fixed up,
On 2/21/09, Per Inge Mathisen @gmail.com wrote:
On Sat, Feb 21, 2009 at 11:54 PM, Bugs Buggy @gmail.com wrote:
Fixes issue with picking a 'invalid color flag' (for SP) in a MP game, and
then trying to go to the game options screen to change whatever.
Backport?
- Per
For what
On 2/21/09, bugs buggy buginato...@gmail.com wrote:
On 2/21/09, Per Inge Mathisen @gmail.com wrote:
On Sat, Feb 21, 2009 at 11:54 PM, Bugs Buggy @gmail.com wrote:
Fixes issue with picking a 'invalid color flag' (for SP) in a MP game,
and then trying to go to the game options
On 2/14/09, Dennis Schridde devuran...@gmx.net wrote:
Am Samstag, 14. Februar 2009 07:07:50 schrieb bugs buggy:
It seems we need to add a 'feature request' field for one of the
options to use for when we set resolve as.
You mean the status field?
Yeah
And we also need input fields
On 2/14/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
On Sat, Feb 14, 2009 at 6:50 AM, bugs buggy buginato...@gmail.com wrote:
As for your issue, I think you are making it much more complex than it
needs to be.
All current maps have the gateway system, and that is what the game
On 2/14/09, Kreuvf kre...@warzone2100.de wrote:
bugs buggy wrote:
Well, seems that we can't use physFS to read a archive within a archive.
We also can't tell what is the file for said map pack easily.
You could do it the way Black NEXUS did it, although this surely has several
drawbacks
On 2/14/09, Zarel zare...@gmail.com wrote:
2009/2/14 bugs buggy buginato...@gmail.com:
The response of Feature request so we can close the ticket, and keep
track of features that way, instead of saying 'Invalid' or whatever
else we do now when we get feature requests.
Isn't that what
On 2/14/09, Dennis Schridde devuran...@gmx.net wrote:
Am Samstag, 14. Februar 2009 21:29:02 schrieb bugs buggy:
On 2/14/09, Kreuvf kre...@warzone2100.de wrote:
bugs buggy wrote:
Well, seems that we can't use physFS to read a archive within a
archive. We also can't tell what
On 2/14/09, Dennis Schridde devuran...@gmx.net wrote:
Am Samstag, 14. Februar 2009 15:29:52 schrieb Giel van Schijndel:
I prefer using Lua instead of JSON syntax for the simple reason that the
syntax is quite similar but for Lua we don't need to implement any
parser ourselves.
URL:
http://gna.org/bugs/?12993
Summary: Please use the new bug tracker !
Project: Warzone Resurrection Project
Submitted by: buginator
Submitted on: Sunday 02/15/2009 at 04:32
Category: None
Severity:
On 2/8/09, Dennis Schridde devuran...@gmx.net wrote:
Hello everyone!
I did close the Gna trackers (bugs, patches) for new submissions. Changing
existing items should still be possible.
Is there anyway to add some text, to point people where to go for bug
reports now? I mean, after they
On 2/12/09, Giel van Schijndel m...@mortis.eu wrote:
On Thu, Feb 12, 2009 at 12:34:07AM -0500, bugs buggy wrote:
/me back this weekend to here the flames against this post. :)
One semi-flame: I'm sure you mean hear (the verb, not here the
noun). ;-)
:o
Well, I am here now, you hear me
On 2/8/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
This patch introduces the (currently unused) function bool
fpathCheck(Vector2i, Vector2i) that checks whether a path is
theoretically possible in O(1) time. It does this by doing lookups a
pre-calculated continents table that is
It seems we need to add a 'feature request' field for one of the
options to use for when we set resolve as.
And we also need input fields of 'language' (whatever ones we support)
and gfx chipset (intel / ati /nvidia /s3/other).
The reason for the language is, we got some bugs that only show up
On 2/12/09, Dennis Schridde devuran...@gmx.net wrote:
Hello Buggy!
... and hello List!
Am Donnerstag, 12. Februar 2009 06:34:07 schrieb bugs buggy:
I thought we had decided that any 'major' (or even minor--though, I
think minor is a bit of a waste) patch that could break something
Well, seems that we can't use physFS to read a archive within a archive.
We also can't tell what is the file for said map pack easily.
I was thinking since we look for *.addon.lev files anyway, we could
also check for map_pack_name.info (or whatever) and then we can use
physFS getRealDir() to
Is there any reason we are not going by the 'rules' we discussed before?
I thought we had decided that any 'major' (or even minor--though, I
think minor is a bit of a waste) patch that could break something or
change a ton of files, we would stick in trac, and then let it sit
there a few days for
On 1/31/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
On Sat, Jan 31, 2009 at 7:43 AM, bugs buggy buginato...@gmail.com wrote:
I was thinking we may do something like a ASSERT_ENTER() as well
How would it work?
It wouldn't work in all functions, just functions that have a known
Just checking if list is alive and well.
I haven't heard from many people that use to frequent the list, and
just wondered what everyone was up to?
The MAC people seem to be very quiet, and there has been little mac
related feedback for 2.1, and how the new netcode works between macs
linux pc
On 1/29/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
I want to define a new macro ASSERT_RETURN(expr, retval, ...) that
asserts in debug builds, and returns with the given return value in
non-debug builds. This to make it easier to do the right thing when
coding, which is to first
On 1/5/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
On Sun, Jan 4, 2009 at 10:54 PM, bugs buggy buginato...@gmail.com wrote:
I was just curious, since the release of 2.1, what is the plan for the
next version?
I was thinking that 2.2 should be branched from trunk, and then we
Hey guys,
I was just curious, since the release of 2.1, what is the plan for the
next version?
I was thinking that 2.2 should be branched from trunk, and then we
could pretty much make a release from that ASAP.
Unless of course, something needs to be done/finished?
That would let us put out the
I have modified the roadmaps to make them more realistic.
Look at http://developer.wz2100.net/roadmap
AFAIK, roadmaps are not supposed to be wish lists, and that is what
they were before...
Where did the original goals come from anyway?
In case people want to make comments, I have posted the
On 10/23/08, Dennis Schridde [EMAIL PROTECTED] wrote:
Am Donnerstag, 23. Oktober 2008 05:53:45 schrieb Bugs Buggy:
Author: buginator
Date: Thu Oct 23 05:53:44 2008
New Revision: 6206
URL: http://svn.gna.org/viewcvs/warzone?rev=6206view=rev
Log:
Fixes and closes ticket:120
Takes
On 10/20/08, Per Inge Mathisen [EMAIL PROTECTED] wrote:
On Mon, Oct 20, 2008 at 12:38 PM, Giel van Schijndel [EMAIL PROTECTED]
wrote:
That being said, I think most users, given the choice between no
multi-turrets at all, or half-decent working multi-turrets they'd
probably go for the
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