[warzone2100-dev] 2.2.3 NSIS issue

2009-09-13 Thread bugs buggy
Looks like doing mutually exclusive stuff is not in the picture right
now, so the question becomes, should we use the Hi-res version or the
low-res version of the FMVs as a download option?

I have:
  LangString DESC_SecFMVs ${LANG_ENGLISH} Download and install Hi-res
videos  (in-game cutscenes).  545 MB!  A Low-res version is available
at http://wz2100.net/download;

If we go with the above, then I also need the correct string of what
that says for:
  LangString DESC_SecFMVs ${LANG_DUTCH} FMV downloaden en
installeren.  545 MB!

and

  LangString DESC_SecFMVs ${LANG_GERMAN} FMV herunterladen und
installieren.  545MB!

Or we could default to lo-res, makes no real difference to me.

The main issue is, I don't know NSIS well enough to handle mutually
exclusive radio buttons (or sections), and since time is short, I will
mess with this the next time I play with NSIS scripting.

And of course, the FMV link need to be switched (or not) from the
previous message I sent, I need that bit of info as well.

Right now, it is doing:

NSISdl::download
http://download.gna.org/warzone/videos/warzone2100-sequences-latest.wz;
  sequences.wz

Which means, it is getting the low-res version.

Other than this, we are ready to tag 2.2.3

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Re: [warzone2100-dev] Distribution of German videos and sound files on Gna.org

2009-09-13 Thread Kreuvf
bugs buggy wrote:
 I have no idea how you would find out about who really translated it,
 it could have been Eidos, or a 3rd party.
The manual lists the credits and these contain the following entries:
Eidos Interactive
Flavia Timiani   Localisation Manager

Eidos Interactive Deutschland
[...]
Sören Winterfeldt   Localisation Assistent
Lars Wittkuhn   Localisation Manager

So why would they have two persons for the German localisation if they didn't do
it on their own? Additionally there is no 3rd party mentioned. They even
mentioned the MPlayer team and Viewpoint Datalabs for the FMVs. So that's quite
indicative to me.

- Kreuvf




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Re: [warzone2100-dev] 2.2.3 NSIS issue

2009-09-13 Thread Christian Ohm
On Sunday, 13 September 2009 at  2:07, bugs buggy wrote:
 Looks like doing mutually exclusive stuff is not in the picture right
 now, so the question becomes, should we use the Hi-res version or the
 low-res version of the FMVs as a download option?

Personally, I think the low-quality videos are unwatchable on anything larger
than ~ 10 size, so I'd go with high-quality only (I'd guess the usual system
for Warzone still has a 15+ screen, and is not some small mobile device).

   LangString DESC_SecFMVs ${LANG_ENGLISH} Download and install Hi-res
 videos  (in-game cutscenes).  545 MB!  A Low-res version is available
 at http://wz2100.net/download;

It's low-quality, not low-res. And I'd leave out the exclamation mark, like
Download and install in-game videos (545 MB).

   LangString DESC_SecFMVs ${LANG_GERMAN} FMV herunterladen und
 installieren.  545MB!

Englische Videosequenzen herunterladen und installieren (545 MB). Die
deutschen Videos gibt es auf http://warzone2100.de, kleinere englische in
schlechter Qualität auf http://wz2100.net/download.;

So add that the videos are in Englisch, and where the German ones are
available.

 Other than this, we are ready to tag 2.2.3

Well, after the translation update Kreuvf will probably want to fix the German
translation, and Brad (BSD guy) got on IRC again, not sure how far I will get
with that today, though.

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Re: [warzone2100-dev] 2.2.3 release?

2009-09-13 Thread Christian Ohm
On Saturday, 12 September 2009 at 13:39, buginator wrote:
 Christian Ohm wrote:
  Also, I'd like to have debug output enabled on Windows and Mac OS by 
  default,
  so we can tell people to just upload the file instead of fiddling with 
  command
  line parameters. I have attached a patch that might do this, since I have 
  none
  of those systems, I cannot test this, though (maybe disabling some options 
  that
  spam too much might be required as well).
 
 I don't think that is a good idea for windows at least, since it really 
 slows the game down on slower machines.

Ok, so debug as default seems a bad idea, can we add a separate shortcut for
debug output for both Windows and Mac OS (who can do that for Mac OS? EvilGuru?
Zarel?)


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Re: [warzone2100-dev] [Warzone-dev] Changing the version of 2.3 to 3.0?

2009-09-13 Thread Christian Ohm
On Sunday, 23 August 2009 at  2:26, bugs buggy wrote:
 I think when we tag trunk for a Alpha release, it should be 3.0, and not 2.3.

To bring this up again, I don't remember any serious objections, and mostly
agreement. So can we decide on using 3.0 for an eventual trunk release, and 2.3
etc. for continuing 2.2?

And when we announce that in a news, maybe we could also mention the new SVN
repo, since that wasn't really announced on the homepage.

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Re: [warzone2100-dev] 2.2.3 release?

2009-09-13 Thread Per Inge Mathisen
On Sun, Sep 13, 2009 at 12:59 PM, Christian Ohm chr@gmx.net wrote:
 Ok, so debug as default seems a bad idea, can we add a separate shortcut for
 debug output for both Windows and Mac OS (who can do that for Mac OS? 
 EvilGuru?
 Zarel?)

I'm not sure about the usefulness of this. I can't recall ever having
being able to fix a bug due to a log file from a user.

And there is something to be said for not cluttering up the start-up
menu/icons with things like this.

  - Per

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Re: [warzone2100-dev] [Warzone-dev] Changing the version of 2.3 to 3.0?

2009-09-13 Thread Per Inge Mathisen
On Sun, Sep 13, 2009 at 1:16 PM, Christian Ohm chr@gmx.net wrote:
 On Sunday, 23 August 2009 at  2:26, bugs buggy wrote:
 I think when we tag trunk for a Alpha release, it should be 3.0, and not 2.3.

 To bring this up again, I don't remember any serious objections, and mostly
 agreement. So can we decide on using 3.0 for an eventual trunk release, and 
 2.3
 etc. for continuing 2.2?

IMHO, 3.0 should be the first release with new savegame and scripting
formats, because this will be a tough break with the past. Whether the
first release from trunk will have these two things is still an open
question, I think.

  - Per

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Re: [warzone2100-dev] [Warzone-dev] Changing the version of 2.3 to 3.0?

2009-09-13 Thread Christian Ohm
On Sunday, 13 September 2009 at 13:28, Per Inge Mathisen wrote:
 IMHO, 3.0 should be the first release with new savegame and scripting
 formats, because this will be a tough break with the past. Whether the
 first release from trunk will have these two things is still an open
 question, I think.

Personally I think it doesn't make much sense to target a specific version
number when you don't know how much steps are necessary to reach that version.
And I guess once trunk gets into a releasable state, it warrants the 3.0
version (but the KDE team used similar reasoning and got bitten...)

Anyway, regardless of the specifics for trunk, can we agree that 2.3 will _not_
be a trunk release, but the continuation of 2.2?

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[warzone2100-dev] 2.2.3 is now released

2009-09-13 Thread bugs buggy
http://forums.wz2100.net/viewtopic.php?f=1t=3757p=36733#p36733

The developer staff brings you the release of Warzone 2100 2.2.3.

We have higher quality FMVs thanks to cybersphinx, squashed some more
bugs, fixed 3D sound, and other numerous things.
For a complete list see the Changelog.

As always: Please report all bugs, without them, we can't fix them!

2009-09-13: Version 2.2.3
 * General:
   * Fix: When ownership of a building changes while we are building
it, tell our droids to stop building it. (ticket:895, r8125)
   * Fix: Correct orientation of sound output in 3D (ticket:220, r8103)
   * Fix: Some sounds were missing for super cyborgs (ticket:919, r8110, r8111)
   * Fix: Use all three baba scream sounds again (ticket:830, r8102)
   * Fix: Do not sometimes crash due to integer underflow when picking
up artifacts (ticket:373, r8084)
   * Fix: Some building issues on BSD (ticket:817, ticket:823, r8116,
r8133, r8138, r8139)
 * Multiplayer:
   * Change: Add tileset dependent map preview colours (r8064)
   * Fix: Crash if map preview during map download (r8079, ticket:756)
   * Fix: Stop ability to bypass unit limits by hiding droids in
transports (ticket:921, r8105)
   * Fix: Cyborg transport being invincible while in the air (ticket:892, r8104)
 * Campaign:
   * Fix: Assert failure on effect cleanup when entering third
campaign (ticket:836, r8045)
   * Fix: Infinite loop when transporting a sensor droid to offworld
campaign map (ticket:852, ticket:853, r8062)
 * Graphics:
   * Change: New skybox for urban maps, this one is licensed CC0, not
CC-by 2.0 (ticket:922)
 * Video:
   * Fix: Do not lower volume to zero when multiple videos queued up
(ticket:670, r8106)
 * Translations:
   * Fix: Make some more strings translateable (r8121, r8129,
ticket:906, ticket:907)
   * Fix: Updated German translation (r8092, r8131)
 * Scripting:
   * Change: Added dummy version of function droidCanReach() that
always returns true for backward compatibility (r8077)
   * Fix: Do not crash in non-debug mode when calling allianceExists()
with bad player ID (r8075)

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[warzone2100-dev] [Warzone 2100 Trac] #925: 5.1 SOUND NEED!

2009-09-13 Thread Warzone 2100 Trac
#925: 5.1 SOUND NEED!
--+-
Reporter:  anonymous  |Type:  task 
  Status:  new|Priority:  major
   Milestone:  2.2.4  |   Component:  Engine: Sound
 Version:  2.2.3  |Keywords:   
Operating_system:  Microsoft Windows  |   Blockedby:   
Blocking: |  
--+-
 I REMIND HERO i-NoD PLEASE MAKE 5.1 SOUND!

-- 
Ticket URL: http://developer.wz2100.net/ticket/925
Warzone 2100 Trac http://developer.wz2100.net/
The Warzone 2100 Resurrection Project
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