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 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 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 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 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, 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 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 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 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
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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
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 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
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 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,
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
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 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
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 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
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
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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
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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
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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 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
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 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
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
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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
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
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
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
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
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 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
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
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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
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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 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
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 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
___
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
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
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
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 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 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 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
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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, May 1, 2009 at 9:14 AM, zare...@users.sourceforge.net wrote:
Misc. multiplayer bugfixes.
Please work harder on your commit messages.
- Per
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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 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 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 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 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
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 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
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
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
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
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
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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
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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
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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
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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
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
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
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
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
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:
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Do not bother to process
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
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
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
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
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.
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
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
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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