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] 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] 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] 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] [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] 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] 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] 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] 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] [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

[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] 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] 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] 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,

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

[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] 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] 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] 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

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] [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

[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] 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

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] 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] 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] 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] 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] 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

[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] [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] 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] 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

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] [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] 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] 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

[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] 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] 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] 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

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] 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] [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] [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] [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:[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:[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] 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] 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] 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] 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] Patch to show cliffs and water on map previews

2009-05-10 Thread Per Inge Mathisen
On Sun, May 10, 2009 at 1:56 PM, Florian Schanda flor...@elysiumlarp.org.uk wrote: Thanks. This is a good idea, and I love the blue water. Is it possible to use some other colour than red for cliffs? I tried a few colour combinations but got nothing that looked better. Thanks :) I also

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] [Warzone2100-commits] SF.net SVN: warzone2100:[7402] trunk/src/radar.c

2009-05-13 Thread Per Inge Mathisen
On Wed, May 13, 2009 at 3:57 AM, bugina...@users.sourceforge.net wrote: Revision: 7402 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7402view=rev Author: buginator Date: 2009-05-13 01:57:25 + (Wed, 13 May 2009) Log Message: --- Fixes ticket:479 The

Re: [Warzone-dev] pausing the game

2009-05-17 Thread Per Inge Mathisen
On Sun, May 17, 2009 at 7:38 AM, bugs buggy buginato...@gmail.com wrote: When you hit pause, it just shows the menu, and you will get a black screen, and CPU time goes down to practically 0. Of course, this doesn't happen on a MP game, since pausing isn't allowed. It is only a 1 line change

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7460] trunk/src/multiplay.c

2009-05-18 Thread Per Inge Mathisen
On Mon, May 18, 2009 at 6:13 AM, bugs buggy buginato...@gmail.com wrote: I just remembered that we are doing away with dpid voodoo in netplay, so this isn't needed, but I am not sure if I should revert this now, or wait, until netplay gets fixed? I am quite sure I do not understand the

Re: [Warzone-dev] Profiling results (includes crashdump)

2009-05-23 Thread Per Inge Mathisen
On Sat, May 23, 2009 at 4:04 PM, Christian Ohm chr@gmx.net wrote: This is from an optimized build (CFLAGS=-g -O2), so fpathCompare and fpathOpenGet are inlined. I didn't get to 30 minutes though, it crashed after ~10 minutes (crashdump attached, autogame on ziggurat, with demomode to

[Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-27 Thread Per Inge Mathisen
Due to a small change in scripts that change the behaviour that the AI copied whatever truck the human player had, skirmish savegames (only) are incompatible between rc1 and upcoming rc2. Should we revert the change or let it be? - Per ___

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7565] trunk/po

2009-05-27 Thread Per Inge Mathisen
On Wed, May 27, 2009 at 2:06 PM, the_cybersph...@users.sourceforge.net wrote: Run update-po Why are you committing this over and over? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] List of things that are being removed for the 2.2 release

2009-05-28 Thread Per Inge Mathisen
On Thu, May 28, 2009 at 3:56 AM, bugs buggy buginato...@gmail.com wrote: Does this sound good to everyone? Does to me. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-28 Thread Per Inge Mathisen
On Thu, May 28, 2009 at 9:31 AM, Zarel zare...@gmail.com wrote: Another idea - when the script loader breaks like it does here, just restart the AIs? Won't work for campaign scripts. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7587] branches/2.2/data/mods

2009-05-31 Thread Per Inge Mathisen
On Fri, May 29, 2009 at 9:25 PM, bugina...@users.sourceforge.net wrote: Revision: 7587          http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7587view=rev Author:   buginator Date:     2009-05-29 19:25:03 + (Fri, 29 May 2009) Log Message: --- Move aivolution from

[Warzone-dev] Drag rearm pad building

2009-05-31 Thread Per Inge Mathisen
This small patch makes it possible to drag a line of rearm pad production similar to how walls and defenses can be built by dragging the production with the mouse. It also removes the obligatory empty tile between rearm pads. The reason should be obvious - it is currently very tedious to build

Re: [Warzone-dev] Drag rearm pad building

2009-05-31 Thread Per Inge Mathisen
On Sun, May 31, 2009 at 8:58 PM, Zarel zare...@gmail.com wrote: Um... but the obligatory empty line between rearm pads is like a staple of Warzone! Uhm... No? On maps that are more cramped, being able to build rearm pads without spaces between will be a god-send. It makes VTOLs a lot nicer to

Re: [Warzone-dev] Drag rearm pad building

2009-06-01 Thread Per Inge Mathisen
On Mon, Jun 1, 2009 at 4:43 AM, bugs buggy buginato...@gmail.com wrote: I thought that anything but the walls had spaces, so that the AI can find a path around it? Anything but walls and defense buildings. I don't think units can drive over the rearm pads? I could change that. It makes

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7626] tags/2.2.0/configure.ac

2009-06-01 Thread Per Inge Mathisen
On Mon, Jun 1, 2009 at 7:35 PM, bugina...@users.sourceforge.net wrote: Change configure.ac to point to 2.2.0 instead of 2.2 Isn't this a little late? It makes it look like the error was not made, while it was. Let's set it to 2.0.1 already in 2.2 branch instead. - Per

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7707] trunk/src/structure.c

2009-06-10 Thread Per Inge Mathisen
On Wed, Jun 10, 2009 at 7:50 PM, sen...@users.sourceforge.net wrote: Revision: 7707          http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7707view=rev Author:   sendai Date:     2009-06-10 17:50:14 + (Wed, 10 Jun 2009) Log Message: --- Do not bother to process

Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7707] trunk/src/structure.c

2009-06-11 Thread Per Inge Mathisen
On Thu, Jun 11, 2009 at 7:09 AM, bugs buggybuginato...@gmail.com wrote: The main issue I see, is that we don't have enough testers--which is why I think we should release often, and, I don't think we test things on skirmish mp campaign. This is why we should have at least 3-4 savegames that

Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?

2009-06-11 Thread Per Inge Mathisen
On Thu, Jun 11, 2009 at 6:27 AM, bugs buggybuginato...@gmail.com wrote: In case you haven't noticed, in r7717 (trunk) r7718(2.2), I fixed the blasted seam issue. While I am still unclear why it wasn't fixed like this before Can you try to explain in words what stroke of genius it is that you

Re: [Warzone-dev] What additional information do we need to add to the crash handler dump file ?

2009-06-15 Thread Per Inge Mathisen
On Mon, Jun 15, 2009 at 3:24 PM, Christian Ohmchr@gmx.net wrote: On Monday, 15 June 2009 at 0:40, bugs buggy wrote: In order to alleviate this as much as possible, I have modified the crash handler dump file to spit out the openAL openGL vendor/version strings. I was thinking about how

Re: [Warzone-dev] Project rename, website changes

2009-06-17 Thread Per Inge Mathisen
On Wed, Jun 17, 2009 at 2:08 AM, Zarel zare...@gmail.com wrote: Hey, dev list and/or staff forums (This message has been sent out to both). I have several proposals for changes. I have no objections to any of them. Getting a more prominent Downloads link on the front page would be a huge

Re: [Warzone-dev] 2.2.1 to be released on the 21st?

2009-06-17 Thread Per Inge Mathisen
On Wed, Jun 17, 2009 at 7:43 AM, bugs buggybuginato...@gmail.com wrote: I feel that a 2.2.1 release on June 21st is a good target date. Since I am in the me too mode today, I will just write to say I agree. If there is anything you need from me to pull a release out of the hat, let me know.

Re: [Warzone-dev] Summer break?

2009-07-05 Thread Per Inge Mathisen
On Sun, Jul 5, 2009 at 12:10 PM, Kreuvfkre...@warzone2100.de wrote: Did anything special happen or are people just busy with other stuff? I'm currently very busy with other stuff. From what I heard, several others have the same problem right now. - Per

Re: [Warzone-dev] Website

2009-07-07 Thread Per Inge Mathisen
On Tue, Jul 7, 2009 at 12:16 PM, Dennis Schriddedevuran...@gmx.net wrote: Am Dienstag, 7. Juli 2009 11:57:19 schrieb Kamaze: Also, I would like to do some acount cleanup with this as well. Right now we have 325 users which have zero posts and haven't log into our forums since we switched to

Re: [Warzone-dev] Website

2009-07-07 Thread Per Inge Mathisen
On Tue, Jul 7, 2009 at 1:26 PM, Kamazefearthec...@gmail.com wrote: Because I belive that it should be possible to forget. Maybe people forgot that they registered on our website or just don't care about our project anymore. So, why should we still save their data, when they aren't using our

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