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

Re: [Warzone-dev] Final call for 2.2 changes

2009-05-09 Thread Per Inge Mathisen
On Sat, May 9, 2009 at 9:19 PM, bugs buggy buginato...@gmail.com wrote: 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.

Re: [Warzone-dev] Getting rid of third-party mods

2009-05-08 Thread Per Inge Mathisen
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 much better AI than Aiv - many have mentioned that BecomePrey is

Re: [Warzone-dev] Gateways/Zones and Pathfinding question

2009-05-07 Thread Per Inge Mathisen
On Thu, May 7, 2009 at 11:01 PM, Florian Schanda flor...@elysiumlarp.org.uk wrote: If you could send me a map, I will look into it. I sent something to your gmail address, but I'm not sure if it arrived or not. It did. I looked at it now, and what you are seeing is an AI bug. Try removing a

Re: [Warzone-dev] Gateways/Zones and Pathfinding question

2009-05-03 Thread Per Inge Mathisen
On Sun, May 3, 2009 at 4:09 PM, Florian Schanda flor...@elysiumlarp.org.uk wrote: Which version are you using? 2.1 and earlier depend on gateways being set up correctly for path-finding. 2.2 and later do not. This is in 2.2 (r7279) If you could send me a map, I will look into it. - Per

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7258] trunk/src

2009-05-01 Thread Per Inge Mathisen
On Fri, May 1, 2009 at 9:14 AM, zare...@users.sourceforge.net wrote: Misc. multiplayer bugfixes. Please work harder on your commit messages. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7176] branches/netplay

2009-04-26 Thread Per Inge Mathisen
On Mon, Apr 27, 2009 at 6:43 AM, bugina...@users.sourceforge.net wrote: Add define for NET_HOST_ONLY, and use that when we need to send information only to the host, and use this instead of magic numbers on init. It is a compliment to NET_ALL_PLAYERS. Why not use NetPlay.hostPlayer? This is

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7156] branches/2.2/src/combat.c

2009-04-24 Thread Per Inge Mathisen
On Fri, Apr 24, 2009 at 3:24 AM, zare...@users.sourceforge.net wrote: 2.2: Commit patch #374: Fix artillery prediction, submitted by Adam Olsen. Backport to 2.1? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7027] trunk/data/mp/stats

2009-04-20 Thread Per Inge Mathisen
On Mon, Apr 20, 2009 at 9:34 AM, Zarel zare...@gmail.com wrote: This isn't the first time this has come up. Let's agree on a solution right here and now, so we don't have to go through this every time I commit Rebalance. Per and I agreed on this solution: considering I change everything so

Re: [Warzone-dev] [PATCH] Don't use the texture rectangle extension for video display

2009-04-13 Thread Per Inge Mathisen
On Mon, Apr 13, 2009 at 12:49 PM, Christian Ohm chr@gmx.net wrote: On Sunday, 12 April 2009 at 22:47, Per Inge Mathisen wrote: I don't understand this part of the patch (new since first version):                       tmp = malloc(texture_width * texture_height * 4

Re: [Warzone-dev] Neglecting trac tickets

2009-04-12 Thread Per Inge Mathisen
On Sun, Apr 12, 2009 at 8:02 PM, Dennis Schridde devuran...@gmx.net wrote: Am Sonntag, 12. April 2009 19:29:38 schrieb bugs buggy: 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.

Re: [Warzone-dev] trunk 2.2 changes for ports/ server code/ config directory

2009-04-08 Thread Per Inge Mathisen
On Wed, Apr 8, 2009 at 9:46 AM, Florian Schanda flor...@elysiumlarp.org.uk wrote: Will you support the open source ATI drivers -- as they currently don't work for trunk/. Have you made a bug report about it? Note that it may be hard to fix, since I don't think anyone of us have those

Re: [Warzone-dev] [Fwd: Your message to Warzone2100-commits awaits moderator approval]

2009-04-08 Thread Per Inge Mathisen
On Wed, Apr 8, 2009 at 1:29 PM, Elio Gubser elio.o...@gmail.com wrote: hi all seems i'm not a mailing list member at sf. Or you email address is different when you commit than what you are subscribed with. If you see the commit messages of others, just wait until I get around to approving it

Re: [Warzone-dev] trunk 2.2 changes for ports/ server code/ config directory

2009-04-08 Thread Per Inge Mathisen
On Wed, Apr 8, 2009 at 2:56 AM, bugs buggy buginato...@gmail.com wrote: 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

Re: [Warzone-dev] New repository open for business

2009-04-08 Thread Per Inge Mathisen
On Wed, Apr 8, 2009 at 4:42 AM, bugs buggy buginato...@gmail.com wrote: Just a note, for the others that read this list, only developers need to redownload everything... Even developers don't need to redownload everything. svn switch works fine even if you have svn+ssh. See my second post in

Re: [Warzone-dev] trunk 2.2 changes for ports/ server code/ config directory

2009-04-07 Thread Per Inge Mathisen
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. Instead, I suggest that for trunk we use port 2100 for game, port 9990 (or something else) for master; for 2.2 we use port 2100 for master, and port 9990 (or

[Warzone-dev] Stop committing

2009-04-06 Thread Per Inge Mathisen
I am transferring the svn repository to sf.net, as previously discussed. So please hold off any further commits until further notice. I may take a few days for the transfer to complete, as we need help from the sf.net admins to import the repo. Thank you for your patience. - Per

[Warzone-dev] New repository open for business

2009-04-06 Thread Per Inge Mathisen
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: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk -

Re: [Warzone-dev] New repository open for business

2009-04-06 Thread Per Inge Mathisen
You may not need to check out your working copies again, after all. Try svn switch --relocate --force svn+ssh://usern...@svn.gna.org/svn/warzone/trunk https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk if this fails, try this first find -name entries | xargs sed -i

Re: [Warzone-dev] Changing subversion hosting

2009-04-05 Thread Per Inge Mathisen
On Sun, Apr 5, 2009 at 11:38 AM, Dennis Schridde devuran...@gmx.net wrote: Ok. You still have owner access to the old warzone2100 project? Yes. Steps which need to be done:  1. lock current svn db (can do that by removing write bits from the dirs)  2. dump it to a file and zip it up (I can

Re: [Warzone-dev] Changing subversion hosting

2009-04-05 Thread Per Inge Mathisen
On Sun, Apr 5, 2009 at 12:13 PM, Kreuvf kre...@warzone2100.de wrote: What about the commit-mails? Either setup up a new list on sf.net, or write some post-commit script to send them to the old list. If I am to do it, I'll do the former. - Per ___

[Warzone-dev] Changing subversion hosting

2009-04-04 Thread Per Inge Mathisen
People and Developers, Since gna.org has trouble providing the level of service we need, we have to look for alternatives. As far as I can tell, Google has not responded to our request for more storage space. Git has issues with portability, and leaves a few open questions as regards to how to

Re: [Warzone-dev] Changing subversion hosting

2009-04-04 Thread Per Inge Mathisen
On Sat, Apr 4, 2009 at 11:14 PM, Dennis Schridde devuran...@gmx.net wrote: Am Samstag, 4. April 2009 22:40:16 schrieb Per Inge Mathisen: So I would like to propose that we use sf.net for (only!) svn service, about which I have heard no complaints as regards uptime or access. Ads... Sure

Re: [Warzone-dev] Question on maps

2009-04-03 Thread Per Inge Mathisen
On Thu, Apr 2, 2009 at 11:00 PM, Florian Schanda flor...@elysiumlarp.org.uk wrote: In that map, there are gateways and zones (and equivalency zones). What are they - and are they strictly necessary? In 2.2 and later, gateways are only used by the AI as hints as to where to place defenses. If

Re: [Warzone-dev] [Warzone-commits] r6940 - in /trunk/data/mp/stats: ./ research/multiplayer/

2009-04-01 Thread Per Inge Mathisen
Commit Rebalance 0.4.1 Changelog: - Cyborgs further balanced. Not only should they be usable, they should be fairly well balanced within themselves now (Next: VTOLs!) - Weapon multipliers massively rearranged. - Cannons/Rails split from Rockets/Missiles, no longer both anti-tank. The

Re: [Warzone-dev] [Warzone-commits] r6940 - in /trunk/data/mp/stats: ./ research/multiplayer/

2009-04-01 Thread Per Inge Mathisen
On Wed, Apr 1, 2009 at 10:57 AM, Zarel zare...@gmail.com wrote: There are simply too many and too trivial to list by hand. I am not asking for a long list of everything, just a bit more detailed than Cannons/Rails split from Rockets/Missiles, no longer both anti-tank. I would really love to

Re: [Warzone-dev] Question on maps

2009-04-01 Thread Per Inge Mathisen
On Wed, Apr 1, 2009 at 9:48 AM, Florian Schanda flor...@elysiumlarp.org.uk wrote: I am looking into writing a python API for *writing* warzone maps, in particular multiplayer maps. I had some questions on the files for each map - if somebody could a) point me to the relevant source code that

Re: [Warzone-dev] [Warzone-commits] r6929 - /trunk/lib/netplay/netlog.c

2009-03-30 Thread Per Inge Mathisen
On Mon, Mar 30, 2009 at 4:14 PM, Git SVN Gateway g.c.k...@student.tudelft.nl wrote: Fix ticket #293: Crashes in netlog code. Did you find the same fix hidden in my 2.2 branch, too? ;-) - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] [Warzone-commits] r6917 - /tags/2.1.2/src/structure.c

2009-03-29 Thread Per Inge Mathisen
2009/3/29 Freddie Witherden fred...@witherden.org: Backport a fix to the anti-painting system to 2.1. Modified:    tags/2.1.2/src/structure.c Wrong branch... - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] Mods considered harmful

2009-03-22 Thread Per Inge Mathisen
On Sat, Mar 21, 2009 at 6:12 PM, bugs buggy buginato...@gmail.com wrote: I know it did a checksum for the program, but it don't look like they did any checksum for the .wdg files? IIRC the checksum was generated from the data structures loaded into memory. - Per

[Warzone-dev] Mods considered harmful

2009-03-18 Thread Per Inge Mathisen
Developers often mistake the opinions of a vocal minority of users with the best interests of their users. It is an easy mistake to make. Sometimes, when trying to imagine what users want, we even manage to entirely confuse our imagination with a reality that may be quite different. I have come to

Re: [Warzone-dev] Mods considered harmful

2009-03-18 Thread Per Inge Mathisen
2009/3/18 Dennis Schridde devuran...@gmx.net: Why remove? I would just hide the option, so expert users can still access it, but it is officially vanished. It might be of use later, i.e. when quickly testing before/after stuff, comparing two changesets, or something like that. Yes, that is

Re: [Warzone-dev] [Warzone-commits] r6845 - in /trunk: ./ data/base/components/bodies/ data/base/components/prop/ data/base/texpages/

2009-03-16 Thread Per Inge Mathisen
On Sat, Mar 14, 2009 at 10:20 AM, Elio Gubser elio.o...@gmail.com wrote: new wheels propulsion graphics by Mysteryem. including a slight change to the texturing on the light wheels Modified:    trunk/AUTHORS    trunk/data/base/components/bodies/drhbod11.pie Why was the python body changed?

Re: [Warzone-dev] [Warzone-commits] r6845 - in /trunk: ./ data/base/components/bodies/ data/base/components/prop/ data/base/texpages/

2009-03-16 Thread Per Inge Mathisen
On Mon, Mar 16, 2009 at 9:03 PM, Per Inge Mathisen per.mathi...@gmail.com wrote: On Sat, Mar 14, 2009 at 10:20 AM, Elio Gubser elio.o...@gmail.com wrote: new wheels propulsion graphics by Mysteryem. including a slight change to the texturing on the light wheels Modified:    trunk/AUTHORS

[Warzone-dev] Fixing 'make dist'

2009-03-15 Thread Per Inge Mathisen
When changing and removing files, will you please check that you do not break 'make dist'? All you (usually) need to do is to list the correct headers in noinst_HEADERS in Makefile.am However, right now the mods are giving me problems. The issue I get is: make[4]: *** No rule to make target

Re: [Warzone-dev] Ready for the switch to git?

2009-03-14 Thread Per Inge Mathisen
We had something akin to what is described to the git way of doing version control in the Berlios days. Each developer wanting to do something was given his own branch, and then someone would somehow merge stuff for a release. It was a disaster. We need an official repository that everyone work up

Re: [Warzone-dev] Ready for the switch to git?

2009-03-14 Thread Per Inge Mathisen
On Sat, Mar 14, 2009 at 4:03 PM, Dennis Schridde devuran...@gmx.net wrote: Am Samstag, 14. März 2009 13:51:33 schrieb Per Inge Mathisen: We need an official repository that everyone work up against, directly or indirectly, and unless I am mistaken, even the linux kernel has this. They used

Re: [Warzone-dev] Ready for the switch to git?

2009-03-13 Thread Per Inge Mathisen
Let's all test the new git repositories a bit before moving the official repository to it. Personally I am scared by things like this: On Fri, Mar 13, 2009 at 11:49 AM, Dennis Schridde devuran...@gmx.net wrote: Devurandom has convinced me that a shared repository (with multiple people pushing

Re: [Warzone-dev] A note about 2.1.x - trunk/2.2 connections

2009-03-07 Thread Per Inge Mathisen
On Sat, Mar 7, 2009 at 2:06 AM, bugs buggy buginato...@gmail.com wrote: 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

[Warzone-dev] Last call for passengers on flight 2.1.2

2009-03-07 Thread Per Inge Mathisen
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 progress for the formal release. Thanks. For 2.2-beta1, I need to know

Re: [Warzone-dev] FMV delivery and installer thingys

2009-03-05 Thread Per Inge Mathisen
I have nothing much to add to the general discussion, except that I think we should look for people who can make distro-specific packages that we put on our web page. I can make them for the latest Fedora version, for example. - Per ___ Warzone-dev

Re: [Warzone-dev] SVN - Git?

2009-03-02 Thread Per Inge Mathisen
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 only real and active Windows user needs to check that git is good

Re: [Warzone-dev] [Warzone-commits] r6737 - in /trunk: lib/framework/debug.c lib/framework/debug.h src/feature.c src/move.c src/multigifts.c src/multiopt.c src/multiplay.c

2009-03-01 Thread Per Inge Mathisen
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  +       // a MP player gets a feature, and it is 'ANYPLAYER' it would never

Re: [Warzone-dev] [Warzone-commits] r6737 - in /trunk: lib/framework/debug.c lib/framework/debug.h src/feature.c src/move.c src/multigifts.c src/multiopt.c src/multiplay.c

2009-02-28 Thread Per Inge Mathisen
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 bug fixes and feature changes (timer controlled drum spawning). As

[Warzone-dev] Backporting

2009-02-28 Thread Per Inge Mathisen
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 backport changes. We now have a 2.2 branch that pretty much everyone

Re: [Warzone-dev] Backporting

2009-02-28 Thread Per Inge Mathisen
On Sat, Feb 28, 2009 at 11:46 PM, bugs buggy buginato...@gmail.com wrote: I hate to spam the list with the same question again, but is there any *good* reason why we still support 2.1, and not just go directly to a 2.2  release instead? Has anyone notice anything that is a show stopper for

[Warzone-dev] 2.1.2 release

2009-02-22 Thread Per Inge Mathisen
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 them to 2.1 branch now, or let me know that it should be merged

Re: [Warzone-dev] [Warzone-commits] r6695 - in /trunk/data/mp: messages/strings/ stats/ stats/research/multiplayer/

2009-02-22 Thread Per Inge Mathisen
On Sun, Feb 22, 2009 at 7:06 PM, Guangcong Luo zare...@gmail.com wrote: Rebalance 0.2.4 - fixes many balance problems. Changes documented on Warzone Guide - currently available at http://guide.wz2100.net/new/ This will be interesting :-) But, you need to work on a better change description

Re: [Warzone-dev] [Warzone-commits] r6674 - in /trunk/src: action.c droid.c

2009-02-21 Thread Per Inge Mathisen
On Sat, Feb 21, 2009 at 10:41 PM, Bugs Buggy buginato...@gmail.com wrote: Adds some checks to detect NULL pointers in these two functions which resulted in crashes. I think this should be back ported to 2.1, too. - Per ___ Warzone-dev mailing

Re: [Warzone-dev] [Warzone-commits] r6680 - in /trunk/src: frontend.c multiint.c

2009-02-21 Thread Per Inge Mathisen
On Sat, Feb 21, 2009 at 11:54 PM, Bugs Buggy buginato...@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 ___ Warzone-dev

Re: [Warzone-dev] A plan to refactor and clean up the warzone code base

2009-02-19 Thread Per Inge Mathisen
On Thu, Feb 19, 2009 at 12:47 PM, Gerard Krol g.c.k...@student.tudelft.nl wrote: Per Inge Mathisen wrote: I would like to suggest that we start refactoring the Warzone codebase so that it can more easily be unit tested aggressively. Would it be an idea to wait for the merge from the terrain

[Warzone-dev] c::b build project going away... any objections?

2009-02-19 Thread Per Inge Mathisen
Last updated 2008-10-08, seems like nobody is using it. I do not want to update it when nobody else is. And you know I hate dead code. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] A plan to refactor and clean up the warzone code base

2009-02-18 Thread Per Inge Mathisen
On Wed, Feb 18, 2009 at 11:03 AM, Dennis Schridde devuran...@gmx.net wrote: Am Mittwoch, 18. Februar 2009 09:54:59 schrieb Giel van Schijndel: On Tue, Feb 17, 2009 at 07:10:22PM +0100, Per Inge Mathisen wrote: 2) has *at least* one unit test, 3) uses *no* globals, BTW: libtagfile violates

[Warzone-dev] A plan to refactor and clean up the warzone code base

2009-02-17 Thread Per Inge Mathisen
Hello devs, We all know that the current and past state of the Warzone codebase is a rather sorry excuse for something. There are so many globals all over the place, that it is almost impossible to separate out code for proper unit testing or reuse. The code is buggy, and we do not have a process

Re: [Warzone-dev] Function to check impossible paths

2009-02-14 Thread Per Inge Mathisen
On Sat, Feb 14, 2009 at 9:22 PM, bugs buggy buginato...@gmail.com wrote: In the patch, you mention FIXME: This is not entirely correct for all possible maps. What types of maps does it have issues with now? Currently assuming that we can fly to all locations on the map from any other location

[Warzone-dev] Function to check impossible paths

2009-02-08 Thread Per Inge Mathisen
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 created on map load using a non-recursive flood fill algorithm. It is

Re: [Warzone-dev] Function to check impossible paths

2009-02-08 Thread Per Inge Mathisen
On Sun, Feb 8, 2009 at 9:24 PM, Dennis Schridde devuran...@gmx.net wrote: Is this a replacement for the zones/gateways? Or something in that direction? No. But if we ever added an attribute to path finding so that you could create paths without a nearest fallback, it could be used to optimize

Re: [Warzone-dev] assert return macro

2009-02-01 Thread Per Inge Mathisen
On Sun, Feb 1, 2009 at 11:55 PM, Giel van Schijndel m...@mortis.eu wrote: I'd rather not use assert(false) as on some systems assert() is used to produce a nice GUI message. E.g. on Windows you'll get a message like assertion $expression failed, abort, ignore, attach debugger?. Deciding which

Re: [Warzone-dev] assert return macro

2009-01-31 Thread Per Inge Mathisen
On Sat, Jan 31, 2009 at 4:05 PM, Giel van Schijndel m...@mortis.eu wrote: I like the general idea. About your patch, assert() itself performs string expansion on the given expression as well (for display purposes). Doesn't caching the expression's result cause assert() to see another string,

[Warzone-dev] assert return macro

2009-01-29 Thread Per Inge Mathisen
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 check an entry condition with an assert, and then check it again to

Re: [Warzone-dev] Project goals?

2009-01-04 Thread Per Inge Mathisen
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 could pretty much make a release from that ASAP. I am pretty much

[Warzone-dev] [patch] No asserts cheat

2009-01-01 Thread Per Inge Mathisen
This patch adds a new cheat noassert which turns off asserts. ASSERT calls will still generate log entries, but not take down the program. This is meant for testing that code hit by an assert bug has sufficient error handling that it can survive when compiled without assertions. Which it always

Re: [Warzone-dev] [patch] No asserts cheat

2009-01-01 Thread Per Inge Mathisen
On Thu, Jan 1, 2009 at 3:39 PM, Per Inge Mathisen per.mathi...@gmail.com wrote: This patch adds a new cheat noassert which turns off asserts. ASSERT calls will still generate log entries, but not take down the program. This is meant for testing that code hit by an assert bug has sufficient

Re: [Warzone-dev] [patch] No asserts cheat

2009-01-01 Thread Per Inge Mathisen
On Thu, Jan 1, 2009 at 4:26 PM, Dennis Schridde devuran...@gmx.net wrote: Can you not just skip asserts in the debugger? Can you? Ever since the crash handler was added, I always end up in a non-skippable abort inside it when trying to skip an assert in the debugger. And there are still

Re: [Warzone-dev] [Warzone-commits] r6521 - /trunk/src/droiddef.h

2008-12-30 Thread Per Inge Mathisen
On Tue, Dec 30, 2008 at 12:36 PM, Dennis Schridde devuran...@gmx.net wrote: Am Dienstag, 30. Dezember 2008 05:04:33 schrieb Dennis Schridde: Author: devurandom Date: Tue Dec 30 05:04:32 2008 New Revision: 6521 URL: http://svn.gna.org/viewcvs/warzone?rev=6521view=rev Log: GCC complained in

Re: [Warzone-dev] Branching for 2.2

2008-12-25 Thread Per Inge Mathisen
On Thu, Dec 25, 2008 at 3:51 PM, Gerard Krol g.c.k...@student.tudelft.nl wrote: Merry Christmas! We have only just released 2.1, but I think we should be deciding on the next release already. The two points to consider are: * what do we want to include? * when do we want to do the release.?

Re: [Warzone-dev] Branching for 2.2

2008-12-25 Thread Per Inge Mathisen
On Thu, Dec 25, 2008 at 6:39 PM, Dennis Schridde devuran...@gmx.net wrote: WZM was the new module format, iirc. I have not seen any specs on that http://wiki.wz2100.net/WZM_format let alone code. See tools/qwzm. Rendering code is in tools/display. I just need to write a mass converter, then

Re: [Warzone-dev] [Warzone-commits] r6494 - /trunk/ChangeLog

2008-12-25 Thread Per Inge Mathisen
On Thu, Dec 25, 2008 at 11:55 PM, Dennis Schridde devuran...@gmx.net wrote: New: All artwork from the original game now confirmed as released under the GPL v2 or later. Was this not already in 2.1? Ok. Will remove. - Per ___ Warzone-dev mailing

Re: [Warzone-dev] Future distribution.

2008-12-05 Thread Per Inge Mathisen
On Fri, Dec 5, 2008 at 9:29 PM, Kamaze [EMAIL PROTECTED] wrote: Linux/Mac: * Split the game into 3 packages: warzone-base.deb, warzone-music.deb, warzone-fmv.deb for example. The base package should also deliver a shell/python script which can be executed to check for auto download

Re: [Warzone-dev] File Association For Mods

2008-11-30 Thread Per Inge Mathisen
On Sun, Nov 30, 2008 at 1:17 PM, Gerard Krol [EMAIL PROTECTED] wrote: Perhaps we should integrate the tiny mods in the game (and make them inter-operate well), and then only allow one external mod active at a time. That is a really good idea. - Per

Re: [Warzone-dev] How not to use a version control system

2008-11-16 Thread Per Inge Mathisen
On Sun, Nov 16, 2008 at 12:05 PM, Per Inge Mathisen [EMAIL PROTECTED] wrote: The commit flood: Having been bitten by the superhuman commit, you split your work instead into dozens if not hundreds of separate commits. Guaranteed to make anyone who tries to follow the commit log give up

[Warzone-dev] How not to use a version control system

2008-11-16 Thread Per Inge Mathisen
There are various ways you should not commit things into a version control system. Let's go through some of them: The commit run: I have to go now or I'll be late for..., then you commit today's work and bolt out the door. A sure way to see to that your colleagues sit late or go home early,

Re: [Warzone-dev] [Warzone-commits] r6241 - in /trunk/tools/qwzm: qwzm.cpp qwzm.h qwzm.pro

2008-11-04 Thread Per Inge Mathisen
On Tue, Nov 4, 2008 at 8:46 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: qwzm: Move conversion functions into their own file. Add TODO messages to stdout for stuff that doesn't work. Modified: trunk/tools/qwzm/qwzm.cpp trunk/tools/qwzm/qwzm.h trunk/tools/qwzm/qwzm.pro

Re: [Warzone-dev] Revised Roadmaps

2008-10-26 Thread Per Inge Mathisen
On Sun, Oct 26, 2008 at 7:33 PM, bugs buggy [EMAIL PROTECTED] wrote: I have modified the roadmaps to make them more realistic. Good. Should we retire the wiki page? Look at http://developer.wz2100.net/roadmap AFAIK, roadmaps are not supposed to be wish lists, and that is what they were

Re: [Warzone-dev] buildbot failure in Warzone 2100: Resurrection Project on nightly_mingw32

2008-10-13 Thread Per Inge Mathisen
On Mon, Oct 13, 2008 at 11:55 AM, Dennis Schridde [EMAIL PROTECTED] wrote: What might have caused your confusion is that a buildbot build can run through all steps completely, even if the overall build will be marked as a failure. I decided an increase in warnings to be a failure, so we get

Re: [Warzone-dev] Request: Rotating Buildings.

2008-10-10 Thread Per Inge Mathisen
On Fri, Oct 10, 2008 at 3:17 PM, Kamaze [EMAIL PROTECTED] wrote: I would pretty love to have the ability to rate buildings in game. I would like them mainly for the sake of base aesthetics, but it would also make the game play a little bit better. For what it's worth, I agree. This would be a

Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-06 Thread Per Inge Mathisen
On Mon, Oct 6, 2008 at 10:41 AM, Giel van Schijndel [EMAIL PROTECTED] wrote: Why do we even need the videos under revision control? People asked the same question about the data/ stuff. It quickly became clear that not having data under version control invited to total chaos. Just image when

Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-06 Thread Per Inge Mathisen
On Mon, Oct 6, 2008 at 11:02 AM, Giel van Schijndel [EMAIL PROTECTED] wrote: Ok, point taken. However I'd like to suggest that we use a *separate* repository for those videos. I would personally prefer a git repository. Because of its speed with cloning and checking out different revisions

Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Per Inge Mathisen
On Sun, Oct 5, 2008 at 7:50 AM, bugs buggy [EMAIL PROTECTED] wrote: With the upcoming release of the FMV patch in trunk, *before* we add the fmvs into the repo, I would like to confirm the data structure. trunk/data (only pumpkin official stuff, + derivatives of their work?) trunk/code or

Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Per Inge Mathisen
On Sun, Oct 5, 2008 at 2:43 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: I would prefer to have tools as part of the code/ directory, since they are (or should be) closely linked to the rest of the code. Agreed. I would also prefer to use source instead of code. This is imprecise, because

Re: [Warzone-dev] Splitting the repository into source data sections?

2008-10-05 Thread Per Inge Mathisen
BTW - what will happen to existing, checked out working copies if the current contents of trunk/ is moved? I don't want my existing working copies to die a sudden death. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] Vote for what you think is best.

2008-09-25 Thread Per Inge Mathisen
On Thu, Sep 25, 2008 at 7:22 AM, bugs buggy [EMAIL PROTECTED] wrote: Ok, lets do it. Release 2.1 beta 5. Release 2.2 alpha / beta 1. Let them have a choice on which version they want to play. I would think they would want 2.2 for the FMVs, and the improved path finding, and they can play

Re: [Warzone-dev] Vote for what you think is best.

2008-09-25 Thread Per Inge Mathisen
On Thu, Sep 25, 2008 at 8:19 PM, Dennis Schridde [EMAIL PROTECTED] wrote: Unmaintained in a way that bugfixing has no priority (yet). I can't believe you are saying that. Bug fixing should *always* have priority! Maybe I am starting to understand why we are in this mess now... At least for

Re: [Warzone-dev] 2.1_beta5

2008-09-25 Thread Per Inge Mathisen
On Thu, Sep 25, 2008 at 10:10 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: In the Vote for what you think is best thread we seemed to have reached some form of agreement on releasing both 2.1 beta5 alongside a 2.2 beta/alpha/thingy directly from trunk or a release branch otherwise. In any

Re: [Warzone-dev] Version numbering

2008-09-22 Thread Per Inge Mathisen
On Mon, Sep 22, 2008 at 10:36 AM, Dennis Schridde [EMAIL PROTECTED] wrote: I'd like to hear your opinions, ideas, insights. Maybe you've got a different/better idea how to prevent long times of silence between releases? I like the current way, and do not think we can manage to create releases

Re: [Warzone-dev] Vote for what you think is best.

2008-09-22 Thread Per Inge Mathisen
On Mon, Sep 22, 2008 at 5:24 PM, Dennis Schridde [EMAIL PROTECTED] wrote: How far are the tagfile and database ideas? Any progress there? I know the tagfiles basically seem got stuck after the early phase of implementing the framework functions... There is a separate tagfile branch, which is

Re: [Warzone-dev] Vote for what you think is best.

2008-09-22 Thread Per Inge Mathisen
On Mon, Sep 22, 2008 at 6:08 PM, Freddie Witherden [EMAIL PROTECTED] wrote: I still think that SQLite is the way to go, so far as future proofing goes. Going straight to tagfile makes it a lot harder to go to SQLite later on (two converters needed etc.). The advantages of a database are also

Re: [Warzone-dev] FMVs phase 2 complete

2008-09-20 Thread Per Inge Mathisen
On Sat, Sep 20, 2008 at 2:03 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: Although for the purpose of editability I think it'll be easier if audio is separated from video. I doubt that. If you are going to do video editing, all the better if the audio is properly included. - Per

Re: [Warzone-dev] FMVs phase 2 complete

2008-09-20 Thread Per Inge Mathisen
I find it rather funny that you are seriously discussing optimization techniques that only the fastest computers can run, those that will not have speed problems anyway. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] Embedding fonts in Warzone

2008-09-20 Thread Per Inge Mathisen
On Mon, Aug 18, 2008 at 8:33 AM, Per Inge Mathisen [EMAIL PROTECTED] wrote: On Mon, Aug 18, 2008 at 12:42 AM, Dennis Schridde [EMAIL PROTECTED] wrote: Per, will you do this, since you are currently working on patch #1095 (Make font configurable) anyway? I can look into it. However, time may

Re: [Warzone-dev] Call for testing of pathfinding patch

2008-09-16 Thread Per Inge Mathisen
On Tue, Sep 16, 2008 at 9:21 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: In fact I'd like for some people to test this patch and comment on it. E.g. whether it improves performance and doesn't introduce any new bugs. Hard to test when all my current savegames will not work. Also, yes, I

Re: [Warzone-dev] Call for testing of pathfinding patch

2008-09-16 Thread Per Inge Mathisen
On Tue, Sep 16, 2008 at 10:09 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: That area of memory is currently memset(0) before writing to disk right? We could try to take some fail gracefully approach and reject the savegame if that piece of memory is zero. Where fail gracefully means display

[Warzone-dev] Why does 'make' build .wz files now?

2008-09-13 Thread Per Inge Mathisen
I just tried 'make' of the latest svn trunk, and it started zipping up my data directory. This seems very wrong. So I read http://developer.wz2100.net/ticket/62 and I do not understand what kind of problem this patch was supposed to solve. It is not acceptable that we regenerate .wz files for

Re: [Warzone-dev] FMV playback code

2008-09-04 Thread Per Inge Mathisen
On Thu, Sep 4, 2008 at 5:55 AM, bugs buggy [EMAIL PROTECTED] wrote: liboggplay : http://annodex.net/software/liboggplay/ NOT in Portage Debian doesn't have it either. Can't we just put it in our tarballs, if we need it? - Per ___ Warzone-dev

Re: [Warzone-dev] #41: New layout of menu

2008-08-26 Thread Per Inge Mathisen
On Tue, Aug 26, 2008 at 6:21 AM, bugs buggy [EMAIL PROTECTED] wrote: If it is just 'Single Player', then I think the old timers might get confused, since before, skirmish was in the MP menu? I am more than willing to trade two seconds of confusion by old timers the first time they see it for

Re: [Warzone-dev] #41: New layout of menu

2008-08-26 Thread Per Inge Mathisen
On Tue, Aug 26, 2008 at 8:32 PM, Kreuvf [EMAIL PROTECTED] wrote: bugs buggy wrote: Now, last question, should 'Skirmish' be in both SP MP menus, or just leave it in the SP menu? I think it should be in the SP menu only. People, especially those new to WZ, will be confused by two seemingly

Re: [Warzone-dev] [Warzone-commits] r5865 - in /trunk: lib/framework/debug.h src/intdisplay.c src/map.c src/move.c

2008-08-25 Thread Per Inge Mathisen
On Mon, Aug 25, 2008 at 2:41 AM, Giel van Schijndel [EMAIL PROTECTED] wrote: Then lets discuss it now. Unfortunately I'm not too good at estimating what kind of changes you would like to discuss before committing and which not. Then try to err on the side of caution. So my most pertinent

Re: [Warzone-dev] [Warzone-commits] r5865 - in /trunk: lib/framework/debug.h src/intdisplay.c src/map.c src/move.c

2008-08-25 Thread Per Inge Mathisen
On Mon, Aug 25, 2008 at 2:29 AM, Giel van Schijndel [EMAIL PROTECTED] wrote: Hmm, the program defefensively I've learned to know means try to *detect* and handle every/most errors it doesn't mean recovering from them. That's just a terminology issue though, so don't interpret that last

Re: [Warzone-dev] Commit guidelines are in effect

2008-08-25 Thread Per Inge Mathisen
On Mon, Aug 25, 2008 at 5:03 AM, bugs buggy [EMAIL PROTECTED] wrote: About these guidelines, take this: Patches as a rule go into the patch tracker. Give a quick run down of what it does and what it changes. Does it matter which tracker? No. But if the tracker doesn't email the list,

Re: [Warzone-dev] Trac Ticket #38 - Adds Vsync Support

2008-08-25 Thread Per Inge Mathisen
On Mon, Aug 25, 2008 at 12:40 PM, Freddie Witherden [EMAIL PROTECTED] wrote: The patch can be found here: http://developer.wz2100.net/ticket/38 I believe, if deemed suitable for trunk that it should be a candidate for backporting to 2.1 (otherwise OS X users will most likely experience

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