Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-10 Thread Kreuvf
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bugs buggy wrote:
  OTOH announcing the 2.2 releases on more than just our website (Freshmeat 
 has
  only 2.1.3, the Linux Game Tome is at 2.1.1 for example) will reach a far 
 wider
  audience and thus potential testers.
 
 Last time I checked, I don't think we have ever done such a thing
 before, and I wouldn't really know how to 'announce' a new release to
 them.
When I announced it to several sites (last time I did is probably a year+ ago) I
just wrote a short e-mail summarising what's new and linking to the downloads +
change-log. That's all :D

- - Kreuvf

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[Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Florian Schanda
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
Index: src/multiint.c
===
--- src/multiint.c	(revision 7364)
+++ src/multiint.c	(working copy)
@@ -301,9 +301,24 @@
 			{
 for (y = (i * scale); y  (i * scale) + scale; y++)
 {
-	imageData[3 * ((offY2 + y) * BACKDROP_HACK_WIDTH + (x + offX2))] = col;
-	imageData[3 * ((offY2 + y) * BACKDROP_HACK_WIDTH + (x + offX2)) + 1] = col;
-	imageData[3 * ((offY2 + y) * BACKDROP_HACK_WIDTH + (x + offX2)) + 2] = col;
+  char *p = imageData + (3 * ((offY2 + y) * BACKDROP_HACK_WIDTH + (x + offX2)));
+  switch (terrainType(WTile)) {
+  case TER_CLIFFFACE:
+	p[0] = col;
+	p[1] = col / 2;
+	p[2] = col / 2;
+	break;
+  case TER_WATER:
+	p[0] = col / 2;
+	p[1] = col / 2;
+	p[2] = 0x80 + (col / 2);
+	break;
+  default:
+	p[0] = col;
+	p[1] = col;
+	p[2] = col;
+	break;
+  }
 }
 			}
 			WTile += 1;
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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Christian Ohm
On Sunday, 10 May 2009 at 10:59, Florian Schanda wrote:
 attached is a patch for 2.2 which will show water in blue and cliffs red on 
 the skirmish / mp map preview.

Looks nice, and simple enough for 2.2 imo (unless it somehow misbehaves with
FBOs, but I doubt that). Just three comments:

 +   char *p = imageData + (3 * ((offY2 + y) * 
 BACKDROP_HACK_WIDTH + (x + offX2)));
Pointer should be const ^

 +   switch (terrainType(WTile)) {
Indentation should be with tabs  ^
The brace should get its own line ^

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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Florian Schanda
On Sunday 10 May 2009 12:39:12 Christian Ohm wrote:

 Looks nice, and simple enough for 2.2 imo (unless it somehow misbehaves
 with

 FBOs, but I doubt that).

It really can't -- unless something truly magical is going on :)

 Just three comments: 
  + char *p = imageData + (3 * ((offY2 + y) * 
  BACKDROP_HACK_WIDTH + (x
  + offX2)));

 Pointer should be const ^

Nope :)

make[3]: Entering directory `/home/ma1flfs/source/warzone-2.2/src'
gcc -std=gnu99 -DHAVE_CONFIG_H -I. -I..  -DYY_NO_INPUT -D_GNU_SOURCE=1 
-D_REENTRANT -I/usr/include/SDL -I/usr/include/libpng12
-I../lib/sqlite3 -DNDEBUG -DDATADIR=\/usr/local/share/warzone2100\ 
-DLOCALEDIR=\/usr/local/share/locale\ -I..  -g -Wall -Wwrite-strings -O3 
-march=native -fomit-frame-pointer -MT 
multiint.o -MD -MP -MF .deps/multiint.Tpo -c -o multiint.o multiint.c
multiint.c: In function ‘loadMapPreview’:
multiint.c:308: error: assignment of read-only location ‘*p’
multiint.c:309: error: assignment of read-only location ‘*(p + 1u)’
multiint.c:310: error: assignment of read-only location ‘*(p + 2u)’
multiint.c:313: error: assignment of read-only location ‘*p’
multiint.c:314: error: assignment of read-only location ‘*(p + 1u)’
multiint.c:315: error: assignment of read-only location ‘*(p + 2u)’
multiint.c:318: error: assignment of read-only location ‘*p’
multiint.c:319: error: assignment of read-only location ‘*(p + 1u)’
multiint.c:320: error: assignment of read-only location ‘*(p + 2u)’

 Indentation should be with tabs  ^
 The brace should get its own line ^

Emacs was misbehaving. Attached the fixed version.

Florian
Index: src/multiint.c
===
--- src/multiint.c	(revision 7364)
+++ src/multiint.c	(working copy)
@@ -301,9 +301,25 @@
 			{
 for (y = (i * scale); y  (i * scale) + scale; y++)
 {
-	imageData[3 * ((offY2 + y) * BACKDROP_HACK_WIDTH + (x + offX2))] = col;
-	imageData[3 * ((offY2 + y) * BACKDROP_HACK_WIDTH + (x + offX2)) + 1] = col;
-	imageData[3 * ((offY2 + y) * BACKDROP_HACK_WIDTH + (x + offX2)) + 2] = col;
+	char *p = imageData + (3 * ((offY2 + y) * BACKDROP_HACK_WIDTH + (x + offX2)));
+	switch (terrainType(WTile))
+	{
+	case TER_CLIFFFACE:
+		p[0] = col;
+		p[1] = col / 2;
+		p[2] = col / 2;
+		break;
+	case TER_WATER:
+		p[0] = col / 2;
+		p[1] = col / 2;
+		p[2] = 0x80 + (col / 2);
+		break;
+	default:
+		p[0] = col;
+		p[1] = col;
+		p[2] = col;
+		break;
+	}
 }
 			}
 			WTile += 1;
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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Florian Schanda
On Sunday 10 May 2009 12:51:43 Per Inge Mathisen wrote:
 2009/5/10 Florian Schanda flor...@elysiumlarp.org.uk:
  attached is a patch for 2.2 which will show water in blue and cliffs red
  on the skirmish / mp map preview.

 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 tried, but I think red will stand out the most. Its meant to be only an 
overview anyway -- to quickly see whats going on on the map.

 Also, I think the blue component of the water colour could overflow
 (pardon the pun!).

It shouldn't --
0x80 = 128
0xff / 2 = 127 (int arithmetic will round down)

128 + 127 = 255 == 0xff

Unless I missed something obvious?

Florian

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Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-10 Thread Christian Ohm
On Saturday,  9 May 2009 at 15:12, bugs buggy wrote:
 The whole purpose of doing a release candidate (as opposed to another
 beta) is that to me, it is just as stable or more stable than 2.1 ever
 was when that was released.
 (Left a 4p AI game go on for 4+ hours with a release build, previous
 to that, it was a 2 hour game that I aborted.)
 If the release candidate falls on its face, then fine, maybe we should
 release another 2.1 version, but until that time, it would be quite
 unproductive to do that.

So you want to do release builds then as well? I thought it was no release
builds before release, not sure who said that though.

   OTOH announcing the 2.2 releases on more than just our website (Freshmeat 
  has
   only 2.1.3, the Linux Game Tome is at 2.1.1 for example) will reach a far 
  wider
   audience and thus potential testers.
 
 Last time I checked, I don't think we have ever done such a thing
 before, and I wouldn't really know how to 'announce' a new release to
 them.

We have a http://developer.wz2100.net/wiki/ReleaseChecklist where some sites
are listed. Most of those have a submit news link, though the freshmeat
project is owned by Karmazilla (but perhaps you can also submit updates as
logged in user), and for gamedev.net you probably also need an account.

Most of those list a 2.1 version as newest, linux-gamers even 2.0.7. So... why
don't people test 2.2? Because they like 2.1 better, or because they don't know
about it?

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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Christian Ohm
On Sunday, 10 May 2009 at 12:46, Florian Schanda wrote:
 On Sunday 10 May 2009 12:39:12 Christian Ohm wrote:
  Pointer should be const ^
 Nope :)

char * const p, not const char *p.

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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Per Inge Mathisen
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 tried, but I think red will stand out the most. Its meant to be only an
 overview anyway -- to quickly see whats going on on the map.

Trying some more, I came up with

+ case TER_CLIFFFACE:
+   p[0] = 255 - col;
+   p[1] = 255 - col;
+   p[2] = 255 - col;

which looks like http://imagebin.ca/view/HfxvMy7.html

 Also, I think the blue component of the water colour could overflow
 (pardon the pun!).

 It shouldn't --
 0x80 = 128
 0xff / 2 = 127 (int arithmetic will round down)

 128 + 127 = 255 == 0xff

 Unless I missed something obvious?

No, I wasn't thinking clearly.

  - Per

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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Florian Schanda
On Sunday 10 May 2009 13:18:01 Per Inge Mathisen wrote:
 Trying some more, I came up with

 +     case TER_CLIFFFACE:
 +   p[0] = 255 - col;
 +   p[1] = 255 - col;
 +   p[2] = 255 - col;

 which looks like http://imagebin.ca/view/HfxvMy7.html

I still think we should give it some primary colour to make cliffs stand out. 
For example the above won't show cliffs on terrain which is 128 high.

Red seemed the obvious choice -- not only does it have an association of you 
can't pass its also the only other colour not really used on the preview -- 
green being structures and blue being water / and the GUI. And yellow 
wouldn't stand out enough v.s. the white I think.

Florian
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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Christian Ohm
On Sunday, 10 May 2009 at 14:18, Per Inge Mathisen wrote:
 On Sun, May 10, 2009 at 1:56 PM, Florian Schanda
  I also tried, but I think red will stand out the most. Its meant to be only 
  an
  overview anyway -- to quickly see whats going on on the map.
 Trying some more, I came up with
 +   case TER_CLIFFFACE:
 + p[0] = 255 - col;
 + p[1] = 255 - col;
 + p[2] = 255 - col;
 which looks like http://imagebin.ca/view/HfxvMy7.html

That works for most maps I've randomly looked at, but e.g. for Little Egypt the
contrast is very irritating imo
(http://xs839.xs.to/xs839/09190/wz2100_shot_0012565.png vs.
http://xs539.xs.to/xs539/09190/wz2100_shot_0301614.png).

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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Florian Schanda
On Sunday 10 May 2009 13:32:59 Christian Ohm wrote:
 On Sunday, 10 May 2009 at 14:18, Per Inge Mathisen wrote:
  On Sun, May 10, 2009 at 1:56 PM, Florian Schanda
 
   I also tried, but I think red will stand out the most. Its meant to be
   only an overview anyway -- to quickly see whats going on on the map.
 
  Trying some more, I came up with
  + case TER_CLIFFFACE:
  +   p[0] = 255 - col;
  +   p[1] = 255 - col;
  +   p[2] = 255 - col;
  which looks like http://imagebin.ca/view/HfxvMy7.html

 That works for most maps I've randomly looked at, but e.g. for Little Egypt
 the contrast is very irritating imo
 (http://xs839.xs.to/xs839/09190/wz2100_shot_0012565.png vs.
 http://xs539.xs.to/xs539/09190/wz2100_shot_0301614.png).

Try the following? This will give excellent contrast and is easy to see whats 
going on.

case TER_CLIFFFACE:
p[0] = 0x80 + (col / 2);
p[1] = 0x40 - (col / 4);
p[2] = 0x40 - (col / 4);
break;


Florian

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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread Per Inge Mathisen
On Sun, May 10, 2009 at 2:21 PM, Florian Schanda
flor...@elysiumlarp.org.uk wrote:
 On Sunday 10 May 2009 13:18:01 Per Inge Mathisen wrote:
 Trying some more, I came up with

 +     case TER_CLIFFFACE:
 +   p[0] = 255 - col;
 +   p[1] = 255 - col;
 +   p[2] = 255 - col;

 which looks like http://imagebin.ca/view/HfxvMy7.html

 I still think we should give it some primary colour to make cliffs stand out.
 For example the above won't show cliffs on terrain which is 128 high.

 Red seemed the obvious choice -- not only does it have an association of you
 can't pass its also the only other colour not really used on the preview --
 green being structures and blue being water / and the GUI. And yellow
 wouldn't stand out enough v.s. the white I think.

A compromise would be http://imagebin.ca/view/N2Zb9d.html which uses a
combination of both.

But the little egypt map shows a problem with my approach as Christian
points out.

Also, there is little point in giving water a different blue colour
depending on the height. I would rather find a nice blue colour, put
it in lib/ivis_opengl/piepalette.c and use it for water.

   case TER_CLIFFFACE:
   p[0] = 0x80 + (col / 2);
   p[1] = 0x40 - (col / 4);
   p[2] = 0x40 - (col / 4);
   break;

Looks good on little egypt, but way too crisp red on other, more normal maps.

  - Per

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Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-10 Thread Christian Ohm
On Sunday, 10 May 2009 at 15:41, Dennis Schridde wrote:
 Am Sonntag, 10. Mai 2009 14:10:00 schrieb Christian Ohm:
  So you want to do release builds then as well? I thought it was no release
  builds before release, not sure who said that though.
 In fact it is very different from that: Always release builds, never anything 
 else.
 I don't want to repeat the reasons again, so if you forgot, just ask me again.

Huh? Are we talking about the same thing? For 2.2 beta1/2 the available Windows
installers were only with debug builds, not release builds. While having
release builds as well might be an option (though not one I want to discuss
now), are you really arguing that not having debug builds is preferable? (And
if that's the case, yes, I'd like some link/explanation, as I really can't
remember any such discussion.)

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Re: [Warzone-dev] Trunk and free software ati drivers

2009-05-10 Thread Zarel
2009/5/9 bugs buggy buginato...@gmail.com:
 That is a known issue with the gfx.  The road gfx needs to be redone.
 Any volunteers?

I've done most of the work; just never got around to finishing it. I
should probably throw the PSD somewhere so someone else can finish it.

-Zarel

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Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-10 Thread Stephen Swaney
On Sun, May 10, 2009 at 09:43:43AM -0500, Zarel 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 don't consider three
 weeks if we're lucky and nothing goes wrong to be close).

Ah, the impatience of youth!  What fraction of our development cycle
is 3 weeks?

If you are going to release another 2.1, do it.  Just don't do it at
the same time as 2.2 RC1.  It's bad marketing.  It dilutes both the
impact and user testing of the RC release.

-- 
Stephen Swaney  
sswa...@centurytel.net


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Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-10 Thread Dennis Schridde
Am Sonntag, 10. Mai 2009 16:43:43 schrieb Zarel:
 2009/5/9 Christian Ohm chr@gmx.net:
  I don't think releasing 2.1.4 will result in much less _useful_ testing
  for 2.2. Yes, you might get more people to try 2.2, but if they are
  tricked into using it they'll just see it's unstable yet, and go back
  to 2.1 (if 2.1 isn't too unstable for them either) instead of giving
  useful bugreports. But with a 2.1.4 release those who don't want to test
  2.2 get a better 2.1.

 What is it now?

 Devu, Christian, Kreuf, Per, me in support
 cybersphinx neutral
 Buggy, stiv against
And while all that talking was going on, one could have created a hundred 
builds...


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Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-10 Thread Kreuvf
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Dennis Schridde wrote:
 Am Sonntag, 10. Mai 2009 16:43:43 schrieb Zarel:
 2009/5/9 Christian Ohm chr@gmx.net:
 I don't think releasing 2.1.4 will result in much less _useful_ testing
 for 2.2. Yes, you might get more people to try 2.2, but if they are
 tricked into using it they'll just see it's unstable yet, and go back
 to 2.1 (if 2.1 isn't too unstable for them either) instead of giving
 useful bugreports. But with a 2.1.4 release those who don't want to test
 2.2 get a better 2.1.
 What is it now?

 Devu, Christian, Kreuf, Per, me in support
 cybersphinx neutral
 Buggy, stiv against
 And while all that talking was going on, one could have created a hundred 
 builds...
After all team communication and coordination is essential.

- - Kreuvf
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Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-10 Thread bugs buggy
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 don't consider three
  weeks if we're lucky and nothing goes wrong to be close).

...
*Buginator's head explodes*

[speaker]Clean up on the warzone dev list![/speaker]


  2009/5/10 Dennis Schridde devuran...@gmx.net:
  Am Sonntag, 10. Mai 2009 14:10:00 schrieb Christian Ohm:
   So you want to do release builds then as well? I thought it was no 
 release
   builds before release, not sure who said that though.
   In fact it is very different from that: Always release builds, never 
 anything
   else.
   I don't want to repeat the reasons again, so if you forgot, just ask me 
 again.


 I dunno. The policy I've been recommending is (and what we've been
  doing since 2.1.2, iirc):

  Release builds only for stable, RC
  Debug builds only for beta, alpha, everything else
  Or maybe both for RC.

  Ensures testers have proper tools for testing and can provide good
  feedback, but stable is stable enough for widespread use.

  'Course, that's just my opinion - I have no idea what official policy
  is. And yes, I don't think I was here the last time you gave the
  reasons for always release builds, so I'd like to hear them again.

On hindsight, I think we should go back to all release builds (or
offer them both).
No matter how many times you try to explain the difference between
release  debug builds, the bottom line is people just *think* the
wrong thing/idea about when they play a debug build.

Debug builds are fine for those that understand what they are, and
more importantly, get the needed info from the assert, and the
callstack, but the vast majority of our userbase don't.  You can see
all the assert screenshots in the forums.

As I mentioned someplace, release builds aren't stripped, so that is a big plus.

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Re: [Warzone-dev] Patch to show cliffs and water on map previews

2009-05-10 Thread bugs buggy
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 for each tileset, to make it look good on
all maps, and even then, there is the oddball map that throws the
color scheme out of whack.

Perhaps we should have a 'cycle color pallet' control somewhere?

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