Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFKBouG4y86f1GXLDwRAgKdAKCXGLxa9StIuD9N8lbb9jPsXDGi3wCghqSx DduJT23wZSBWPWMlfTeWXrg= =3VL9 -END PGP SIGNATURE- ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] Patch to show cliffs and water on map previews
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; ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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 ^ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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; ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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 ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend
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? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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 ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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 ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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). ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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 ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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 ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend
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.) ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Trunk and free software ati drivers
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 ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend
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 ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend
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... signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFKBxSE4y86f1GXLDwRAqhWAJ9LO3b6eH5eQ2qOstVUS2F0U3ZwUQCgxIgn CMHNYiStoSmde6InRP5eTBo= =NzHm -END PGP SIGNATURE- ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend
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. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch to show cliffs and water on map previews
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? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev