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
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.
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
-
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
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
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
___
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
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
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
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
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
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
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
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
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
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
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
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?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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,
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
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
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
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
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
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
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.?
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
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
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
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
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
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,
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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,
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
201 - 300 of 577 matches
Mail list logo