Re: [warzone2100-dev] Warzone's direction for 2.3 series

2010-04-05 Thread C yp
On Mon, Apr 5, 2010 at 2:52 AM, Guangcong Luo za...@wz2100.net wrote:
 Looks like the ML is back up.
 On Sat, Apr 3, 2010 at 2:27 PM, buginator buginato...@gmail.com wrote:
 ...
...
 The network code, AFAICT, we do not have any network related crashes anymore.
 Yes, we got sync issues, but the 2.3 series will always have them.
 Cyp's work with newnet should fix the sync issues, but, last I looked,
 that version will __NOT__ work with 32bit systems at this time.  This
 is both on MSVC  cross-compiled builds.

 What about newnet requires 64-bit support? That seem so weird...

I think (97.13% sure) that it was working on a 32-bit Linux system
with sse2, and was working on at least one mac.

If I remember right, then the only issue is it not working on w32,
even if cross-compiled with gcc. I couldn't cross-compile it myself,
and haven't seen the assembler output of fptest1() in main.c, so I
can't determine if it's a wrong-code generation, or if it's windows
messing with the floating point registers somehow. (I once had an
issue with a version of Linux failing to restore the floating point
state correctly, so something like that wouldn't surprise me too
much.)

The assembler output must contain sse instructions, not x87 fpu
instructions. And no fused-madd instructions.

As far as I understand, -msse -mfpmath=sse -mno-fused-madd should fix
32-bit floats - fptest1(), and -msse2 -mfpmath=sse -mno-fused-madd
should fix 64-bit floats - fptest2(). Since there aren't many doubles
used, it probably doesn't matter if fptest2() fails.

So, as far as I know, the status is:
Linux x86_32: works
Linux x86_64: works
Linux ARM/MIPS/Alpha/PPC/sparc/ia64/...: unknown
Mac Intel: works
Mac PPC: unknown
Windows x86_32: fails
Windows x86_64: unknown

3 possible solutions:
1. Get windows to do floating point correctly.
2. Convert everything to C++, and typedef float Float; on Linux/Mac,
and class Float { ... }; on windows.
3. Use integers only. (Fixed point, that is.)

 I think the bMultiMessages change I committed may have made the sync
 worse, so I guess it should be reverted once again. This is really
 frustrating, because it really does fix seven different bugs relating
 to bMultiPlayer having an unexpected value.

 (Background: Much of the code assumes bMultiPlayer is TRUE if in a
 multiplayer/skirmish game, and FALSE in campaign. However,
 bMultiPlayer can be FALSE in a multiplayer game because
 turnOffMultiMsg messes with it. I thought my code was the most
 reliable way to fix the problem, but apparently it was unsuccessful.)

For 2.3, I'm indifferent. Reverting that in trunk would probably cause
a few hundred merge conflicts with newnet.


No objections to Qt and newnet being merged as soon as possible.
I don't have any spare time at the moment. If squeezing a merge in, I
would at most be able to test if it compiles, not whether it runs.
(Should one expect 60fps via ssh X forwarding over a very unstable
network, or would it just be the usual 30fps as when running native?)

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Re: [warzone2100-dev] Qt branch merge?

2010-04-05 Thread Guangcong Luo
On Sat, Apr 3, 2010 at 5:47 AM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
 We need to merge some of the large trees into trunk soon. I have a
 number of things waiting for a merger of the Qt branch, and I am
 holding off any larger changes to scripting waiting for the lua
 branch. I am also trying not to change too many things in
 order/action/net code because of the newnet branch. As this situation
 is unsustainable, I would like to start merging the Qt branch soon,
 even though it may still have some sharp edges.

Perhaps we merge Qt+newnet into a new experimental branch, then?

I have three major objections to merging Qt and newnet in:

1. Some of our users play trunk primarily. jaakan and those MSVC guys,
for instance. You can meet them by making a commit that breaks
compiles. :P I'm sure they'd rather dislike being unable to play an
updated version of trunk for however long it takes to fix them will be
an issue.

2. One of the forum users complained about the bugs in Qt branch
making it unplayable, and I had to reassure him that Qt branch would
not be merged into trunk until those issues were fixed.

3. I develop with Mac OS X and Windows. It is my understanding that
once they were merged in, I wouldn't be able to develop with Windows,
and I'd come up with several serious bugs in Mac OS X.

I think those mean that it's a bit early to be merging them in.

-Zarel

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Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread Kreuvf
Guangcong Luo wrote:
 I don't think any other software company has done that, ever, which
 should be the first clue that perhaps it's a bad idea.
We are not a software company. And we do not produce commercial games, so please
 don't compare us with them all the time.

 Is there anything wrong with continuing to support 2.2.4 nominally,
 like we do now?
It's a lie. We haven't supported 2.2.4 for at least three months now (r8763 was
the last commit to the 2.2-branch, r8283 was the last commit to 2.2.4-tag). And
there is a difference between latest stable and supported version. We label
something stable if it's good enough (compared to what it was before we
improved it). So, we won't say there is no stable version, only that the last
stable version isn't supported anymore (and has not been supported for 5 months,
the release of 2.2.4).

 It's really a rather minimal amount of extra work; I
 mean, when's the last time we've gotten a 2.2.4 bug report?
Probably you are missing the point here (or I am xD): It's not about the
additional work of maintaining the 2.2 series, it's about informing the users
of the state the project is in.

We don't lose anything saying that we do not have a _supported_ stable version
currently, we've got a supported beta. And that's one of the advantages of being
a FLOSS project: You don't need to think about all the stuff marketing people in
companies have to do, we won't lose a single dollar/euro. Additionally I don't
care that much about our reputation as long as it's defined as lie to people
so they are happy instead of telling them the truth.

- Kreuvf



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Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread Guangcong Luo
On Mon, Apr 5, 2010 at 3:15 AM, Kreuvf kre...@warzone2100.de wrote:
 We are not a software company. And we do not produce commercial games, so 
 please
  don't compare us with them all the time.

Okay, software company was the wrong word. I meant out of any
software project, commercial or free, proprietary or open. I don't
think any of them have ever labeled a stable version unsupported
before a newer stable has been released.

 Probably you are missing the point here (or I am xD): It's not about the
 additional work of maintaining the 2.2 series, it's about informing the 
 users
 of the state the project is in.

Well, I think the problem is that the term supported is not well
defined. I couldn't find a definition on Stack Overflow, Wikipedia, or
Wiktionary.

To me, supported means This is the latest stable version, and we
will try to help you if you have a problem with it. Sure, most of the
time, that help is probably upgrade to 2.3 beta 12, but I think that
qualifies. I mean, sometimes, problems with 2.3 beta 12 are solved by
downgrade to 2.2.4.

I mean, maybe it's just me, but I still think 2.2.4 is more stable (or
at least differently stable) than whatever latest beta we have. I
mean, 2.3 beta 12 still has that template issue.

It's also that we break netcode/savegame compatibility every other day
in the 2.3 betas, so someone who wants a stable game in that sense
is better off playing 2.2.4 on the lobby servers, and we support
that behavior on some level.

-Zarel

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Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread Kreuvf
Guangcong Luo wrote:
 Well, I think the problem is that the term supported is not well
 defined. I couldn't find a definition on Stack Overflow, Wikipedia, or
 Wiktionary.
The one I had in mind is: We will try to fix bugs you report and come up with a
new version after some time.

Support in the sense of helping when there are problems with the latest stable
is mainly done in the forums, I cannot say anything about it, but based on my
experiences elsewhere I think that most support is user-to-user support, isn't
it? And each dev could still help people that have problems with 2.2.4.

- Kreuvf



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Re: [warzone2100-dev] Qt branch merge?

2010-04-05 Thread Per Inge Mathisen
On Mon, Apr 5, 2010 at 11:54 AM, Guangcong Luo za...@wz2100.net wrote:
 Perhaps we merge Qt+newnet into a new experimental branch, then?

That only helps if all the developers start working on that branch,
instead of trunk. The new 'experimental branch' would then be the new
trunk.

So what you are in effect suggesting is to copy trunk into a new
to-be-stable branch, before merging in Qt and newnet. That only makes
sense if we are planning to release a 2.4 from current trunk without
Qt and newnet, and I do not think we are.

  - Per

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Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread Per Inge Mathisen
On Sat, Apr 3, 2010 at 9:26 PM, buginator buginato...@gmail.com wrote:
 Hey all, just wanted to update a few things about the project.

 First off, 2.2.4 should be dead.  Really.
 It serves no useful purpose for us at all.

I am a bit uncomfortable with that. I do not think we want linux
distros etc to use a random 2.3 beta. If I had any idea that the 2.3
series would have dragged on this long, I'd have kept backporting
fixes to 2.2 branch and pushed for a 2.2.5 already... Something went
awfully wrong on the planning of 2.3 - it was only supposed to be
2.2.4 + the new trunk netcode :-(

  - Per

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Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread Guangcong Luo
On Mon, Apr 5, 2010 at 5:33 AM, Kreuvf kre...@warzone2100.de wrote:
 Support in the sense of helping when there are problems with the latest 
 stable
 is mainly done in the forums, I cannot say anything about it, but based on my
 experiences elsewhere I think that most support is user-to-user support, isn't
 it? And each dev could still help people that have problems with 2.2.4.

Well, whatever definition of the term support we use, dropping
support for the latest stable while the newer development version
hasn't been made stable yet is unprecedented in any sort of software.
So if we're doing so, I think that means we're doing it wrong.

-Zarel

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Re: [warzone2100-dev] Warzone's direction for 2.3 series

2010-04-05 Thread Per Inge Mathisen
On Mon, Apr 5, 2010 at 9:17 AM, C yp cyp...@gmail.com wrote:
 3 possible solutions:
 1. Get windows to do floating point correctly.
 2. Convert everything to C++, and typedef float Float; on Linux/Mac,
 and class Float { ... }; on windows.
 3. Use integers only. (Fixed point, that is.)

What parts of the game state still relies on floating point? I can
think of experience, power, movement (though I have an almost complete
patch for changing that, just need someone to up the precision), and
not much else? I do not think this option should be so hard.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10489] branches/2.3/src/multijoin.c

2010-04-05 Thread Per Inge Mathisen
On Mon, Apr 5, 2010 at 5:24 AM,  bugina...@users.sourceforge.net wrote:
 Revision: 10489
          
 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10489view=rev
 Author:   buginator
 Date:     2010-04-05 03:24:05 + (Mon, 05 Apr 2010)

 Log Message:
 ---
 As a temporary solution to the oil features not being put back.

How is this fix supposed to work?

  - Per

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Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread Christian Ohm
On Monday,  5 April 2010 at  2:44, Guangcong Luo wrote:
 Is there anything wrong with continuing to support 2.2.4 nominally,
 like we do now? It's really a rather minimal amount of extra work; I
 mean, when's the last time we've gotten a 2.2.4 bug report?

Five days ago: http://developer.wz2100.net/ticket/1723

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[warzone2100-dev] [Warzone 2100 Trac] #1746: Save mod information

2010-04-05 Thread Warzone 2100 Trac
#1746: Save mod information
-+--
 Reporter:  Zarel|  Owner:  
 Type:  patch| Status:  new 
 Priority:  blocker  |  Milestone:  2.3 
Component:  Engine: Resource Management  |Version:  svn/trunk   
 Keywords:  mods |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--
 '''What it does:'''

 When loading a saved game, this patch will load the exact mods that were
 loaded when the game was saved (and unload other mods).

 If a mod that the game was saved with no longer exists on the local
 machine, the game will give a pop-up warning and load the game without the
 mod. If the mod is incompatible (which is not always the case), the game
 will assert and return to the main menu. Otherwise, the game will proceed
 normally.

 One possible flaw of this system is that it is no longer possible to load
 a mod in the middle of a game, and unloading a mod in the middle of a game
 requires purging it from all Warzone directories.

 '''How it does it:'''

 This patch bumps the savegame version to 38. It adds mod information to
 the save game. When loading earlier savegames, it will simply won't
 replace the loaded mods with the mods in the savegame. In other words:
 This patch does not break savegame compatibility.

 The patch adds the function `setOverrideMods`, which will make it so the
 next time (and only the next time) the data directories are loaded, the
 mods in the passed mod list (and only those mods) will be loaded.

 If the saved game contains a mod list, it will pass that mod list to
 `setOverrideMods` during loading before loading the data directories.

 I plan on using `setOverrideMods` and the file sending routines to
 accomplish a similar thing for multiplayer games in a future patch.

-- 
Ticket URL: http://developer.wz2100.net/ticket/1746
Warzone 2100 Trac http://developer.wz2100.net/
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Re: [warzone2100-dev] Warzone's direction for 2.3 series

2010-04-05 Thread C yp
On Mon, Apr 5, 2010 at 2:50 PM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
 On Mon, Apr 5, 2010 at 9:17 AM, C yp cyp...@gmail.com wrote:
 3 possible solutions:
 1. Get windows to do floating point correctly.
 2. Convert everything to C++, and typedef float Float; on Linux/Mac,
 and class Float { ... }; on windows.
 3. Use integers only. (Fixed point, that is.)

 What parts of the game state still relies on floating point? I can
 think of experience, power, movement (though I have an almost complete
 patch for changing that, just need someone to up the precision), and
 not much else? I do not think this option should be so hard.

Option 1 should be the easiest (trivial), except that maybe it's
completely impossible instead of completely trivial.

I had to mention option 2, just for the sake of it.

That leaves option 3:

Think the main part is power, movement and experience. Think
floating-point might be (mis)used a few other random places, but
probably nowhere that isn't easy to fix. Think it's used all over the
place in src/effects.c, but that file _shouldn't_ affect the game
state (except that maybe it does, think Safety might have said
something about oil well burning times depending on src/effects.c, not
sure if I understood, since it's hard to believe there could be
something hacky like that in a codebase like this).

I think adding a // TODO Add more precision. line would probably be
sufficient for the movement patch to be committable (not that I've
tested it in any way, don't remember whether I read the patch or not).

If removing all floating point from the game state, then we can even
go the opposite way with the compile flags, and add -ffast-math...

-Cyp

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[warzone2100-dev] [Warzone 2100 Trac] #1747: High angle area weapons self-destruct or hit friendlies

2010-04-05 Thread Warzone 2100 Trac
#1747: High angle area weapons self-destruct or hit friendlies
--+-
Reporter:  lbourn...@…|Type:  bug   

  Status:  new|Priority:  minor 

   Milestone:  unspecified|   Component:  Engine: Scripting 
/ AI
 Version:  2.3 beta 12a (svn r10492)  |Keywords:  self-destruct, 
area weapon
Operating_system:  All/Non-Specific   |   Blockedby:

Blocking: |  
--+-
 If you place a mortar or other high angle weapon next to a cliff or a wall
 or hard point, and provide a target that will cause it to try to fire
 through the object, it will and may damage the friendly object and/or
 destroy itself with reflected fire. Have also noticed that area weapons
 will attack an enemy vehicle in close proximity to a friendly one and
 destroy them both. I've lost a lot of trucks that way! That's not
 unrealistic, but then you can't stop it either when the fire comes from a
 construct rather than a vehicle. I had not really noticed this behavior
 prior to Beta 12, or it has become more pronounced.

-- 
Ticket URL: http://developer.wz2100.net/ticket/1747
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Re: [warzone2100-dev] [Warzone 2100 Trac] #702: VTOL Rearming Pads can float and/or go underground

2010-04-05 Thread Warzone 2100 Trac
#702: VTOL Rearming Pads can float and/or go underground
---+
 Reporter:  TonyTheSlayer  |  Owner:  Per   
   
 Type:  bug| Status:  accepted  
   
 Priority:  critical   |  Milestone:  2.3.1 
   
Component:  Engine: Graphics   |Version:  2.3 beta 8 
(unsupported!)
 Keywords:  VTOL Rearm Rearming Pad Float  |   Operating_system:  
All/Non-Specific 
Blockedby: |   Blocking:
   
---+
Changes (by Per):

  * priority:  blocker = critical
  * milestone:  2.3 = 2.3.1


-- 
Ticket URL: http://developer.wz2100.net/ticket/702#comment:15
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Re: [warzone2100-dev] [Warzone 2100 Trac] #702: VTOL Rearming Pads can float and/or go underground

2010-04-05 Thread Warzone 2100 Trac
#702: VTOL Rearming Pads can float and/or go underground
---+
 Reporter:  TonyTheSlayer  |  Owner:  Per   
   
 Type:  bug| Status:  accepted  
   
 Priority:  critical   |  Milestone:  2.3.1 
   
Component:  Engine: Graphics   |Version:  2.3 beta 8 
(unsupported!)
 Keywords:  VTOL Rearm Rearming Pad Float  |   Operating_system:  
All/Non-Specific 
Blockedby: |   Blocking:
   
---+

Comment(by Zarel):

 Screw this. Why are we postponing former-blocker bug fixes to 2.3.1? Just
 commit it already, wait a beta, and revert it if it really is that bad. We
 have at least one more beta scheduled, anyway.

-- 
Ticket URL: http://developer.wz2100.net/ticket/702#comment:16
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[warzone2100-dev] Bugs for next beta

2010-04-05 Thread Per Inge Mathisen
I did some testing on Windows this Easter,  and the crash report
dialog when running in fullscreen is worse than useless, it freezes
the entire game, giving a black screen. This needs to be fixed, or the
dialog can just as well be removed altogether. (How does this work on
X11/Mac now?)

We should also take a look at http://developer.wz2100.net/ticket/1696
which is related.

The well known bugs http://developer.wz2100.net/ticket/1740 (legs - is
there more than one report of this happening in beta12?) and
http://developer.wz2100.net/ticket/1726 (oil rigs) need to be further
investigated. We should also check out
http://developer.wz2100.net/ticket/619 (campaign map limiting), and
apparently the network code still has issues:
http://developer.wz2100.net/ticket/1715 and
http://developer.wz2100.net/ticket/1716

Is bug http://developer.wz2100.net/ticket/1039 (WSS) fixed now?

Dydo needs the http://developer.wz2100.net/ticket/1736 bug closed
before it can be in the release.

Unfortunately, I will probably not have much time to look at bugs this week.

  - Per

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Re: [warzone2100-dev] Bugs for next beta

2010-04-05 Thread dak180
On Apr 5, 2010, at 3:58 PM, Per Inge Mathisen wrote:

 I did some testing on Windows this Easter,  and the crash report
 dialog when running in fullscreen is worse than useless, it freezes
 the entire game, giving a black screen. This needs to be fixed, or the
 dialog can just as well be removed altogether. (How does this work on
 X11/Mac now?)


Not having tested it fullscreen I suspect it could do Bad Things™ on the mac 
too depending on the exact method used.

Additionally after having looked into how we are doing the alert on the mac to 
see if we could get clickable urls I found that this is not something we can 
keep as it will not work in 64 bit.

It should be replaced with an alert built on NSAlert in trunk, though for 2.3 
since we will not be doing a mac 64 bit release it does not matter so much.

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[warzone2100-dev] Launchpad: Validate your team's contact email address

2010-04-05 Thread Launchpad Email Validator

Hello

The Launchpad user named 'Dennis Schridde (devurandom)' requested the
registration of 'warzone-dev@gna.org' as the contact email address
of team 'Warzone 2100 Project'. This request can only be made by a team
owner/administrator, so if this change request was unexpected or was
not requested by one of the team's administrators, please contact
system-er...@launchpad.net.

If you want to make this email address the contact email of
'Warzone 2100 Project', please click on the link below and follow the
instructions.

https://launchpad.net/token/N4wdzvRLDTDlZMSxX4C0

Thanks,

The Launchpad Team


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Re: [warzone2100-dev] More png Crushing

2010-04-05 Thread Daniel Kliman
On Mar 24, 2010, at 9:25 AM, Stephen Swaney wrote:

 Nine hours work to reclaim 100kb of disk space hardly seems like a
 good idea ever.


The point was not primarily to save disk space (though it is a nice benefit) 
but rather to rearrange the why that data is stored in the png files to allow 
for less overhead in reading them and to cut down on overall network transfers 
(which has a cumulative effect over time far beyond the disk space saved).

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Re: [warzone2100-dev] Bugs for next beta

2010-04-05 Thread Daniel Kliman
On Apr 5, 2010, at 3:58 PM, Per Inge Mathisen wrote:

  did some testing on Windows this Easter,  and the crash report
 dialog when running in fullscreen is worse than useless, it freezes
 the entire game, giving a black screen. This needs to be fixed, or the
 dialog can just as well be removed altogether. (How does this work on
 X11/Mac now?)


Not having tested it fullscreen I suspect it could do Bad Things™ on the mac 
too depending on the exact method used.

Additionally after having looked into how we are doing the alert on the mac to 
see if we could get clickable urls I found that this is not something we can 
keep as it will not work in 64 bit.

It should be replaced with an alert built on NSAlert in trunk, though for 2.3 
since we will not be doing a mac 64 bit release it does not matter so much.

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10489] branches/2.3/src/multijoin.c

2010-04-05 Thread buginator
On 4/5/10, Per Inge Mathisen  wrote:
 On Mon, Apr 5, 2010 at 5:24 AM,  wrote:
   Revision: 10489

 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10489view=rev
   Author:   buginator
   Date: 2010-04-05 03:24:05 + (Mon, 05 Apr 2010)
  
   Log Message:
   ---
   As a temporary solution to the oil features not being put back.


 How is this fix supposed to work?

Basically,  removeStruct() does a check for .. well, look at this comment:
if the structure is a resource extractor, need to put the resource
back in the map
and destroyStruct() doesn't stick features back.
I say it is a temp fix, since I didn't (and still don't) have time to
check more of the routines in question.

BTW, this will be front-ported, (if it turns out to be a good change),
along with the other stuff when I get back.  It is just that trunk and
2.3 are diverging apart rapidly... and getting tons of merge
conflicts. :(

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Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread buginator
On 4/5/10, Kreuvf  wrote:
 Guangcong Luo wrote:
   I don't think any other software company has done that, ever, which
   should be the first clue that perhaps it's a bad idea.

 We are not a software company. And we do not produce commercial games, so 
 please
   don't compare us with them all the time.


   Is there anything wrong with continuing to support 2.2.4 nominally,
   like we do now?

 It's a lie. We haven't supported 2.2.4 for at least three months now (r8763 
 was
  the last commit to the 2.2-branch, r8283 was the last commit to 2.2.4-tag). 
 And
  there is a difference between latest stable and supported version. We 
 label
  something stable if it's good enough (compared to what it was before we
  improved it). So, we won't say there is no stable version, only that the last
  stable version isn't supported anymore (and has not been supported for 5 
 months,
  the release of 2.2.4).


This.



   It's really a rather minimal amount of extra work; I
   mean, when's the last time we've gotten a 2.2.4 bug report?

 Probably you are missing the point here (or I am xD): It's not about the
  additional work of maintaining the 2.2 series, it's about informing the 
 users
  of the state the project is in.

  We don't lose anything saying that we do not have a _supported_ stable 
 version
  currently, we've got a supported beta. And that's one of the advantages of 
 being
  a FLOSS project: You don't need to think about all the stuff marketing 
 people in
  companies have to do, we won't lose a single dollar/euro. Additionally I 
 don't
  care that much about our reputation as long as it's defined as lie to 
 people
  so they are happy instead of telling them the truth.


and this.


I just find it silly to have something that is deemed stable yet we
don't support it all.
People submit bug reports for it, and we say try 2.3 series, since we
won't be able to fix that bug in 2.2.x anymore.

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Re: [warzone2100-dev] Warzone's direction for 2.3 series

2010-04-05 Thread buginator
On 4/5/10, C yp  wrote:
 On Mon, Apr 5, 2010 at 2:52 AM, Guangcong Luo  wrote:
   Looks like the ML is back up.
   On Sat, Apr 3, 2010 at 2:27 PM, buginator  wrote:

  ...
  ...

  The network code, AFAICT, we do not have any network related crashes 
  anymore.
   Yes, we got sync issues, but the 2.3 series will always have them.
   Cyp's work with newnet should fix the sync issues, but, last I looked,
   that version will __NOT__ work with 32bit systems at this time.  This
   is both on MSVC  cross-compiled builds.
  
   What about newnet requires 64-bit support? That seem so weird...


 I think (97.13% sure) that it was working on a 32-bit Linux system
  with sse2, and was working on at least one mac.

  If I remember right, then the only issue is it not working on w32,
  even if cross-compiled with gcc. I couldn't cross-compile it myself,
  and haven't seen the assembler output of fptest1() in main.c, so I
  can't determine if it's a wrong-code generation, or if it's windows
  messing with the floating point registers somehow. (I once had an
  issue with a version of Linux failing to restore the floating point
  state correctly, so something like that wouldn't surprise me too
  much.)

Oh, right.  I forgot I got it working on linux 32bit OK.  At least, I
think it was OK.  It has been too long.

MSVC  the CC version on windows are the big thorns.

No objections to Qt and newnet being merged as soon as possible.
  I don't have any spare time at the moment. If squeezing a merge in, I
  would at most be able to test if it compiles, not whether it runs.
  (Should one expect 60fps via ssh X forwarding over a very unstable
  network, or would it just be the usual 30fps as when running native?)


Maybe i-Nod can chime in if he got Qt or newnet working or not.  For
now, both branches are in a hold pattern for me, until we can push 2.3
out the door.

We still have a fairly big crowd that uses MSVC, so I don't see us
dropping that anytime soon, if ever.

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