On Sun, Apr 25, 2010 at 8:58 AM, Paul Wise p...@debian.org wrote:
[Please CC me on reply, I'm not subscribed]
I just started reviewing the changes between 2.2.4 and 2.3.0 so I could
upload warzone2100 2.3.0 to Debian.
Unfortunately I noted that the new mod Dydo-AI is CC-NC-SA licensed
I
On Sun, Apr 25, 2010 at 3:49 PM, Paul Wise p...@debian.org wrote:
Folks on IRC suggested that would be easy to resolve so I was going to
wait for 2.3.1 to be released.
There is no plan for when that is supposed to happen yet.
Our iniparser is a heavily modified fork and needs to be included.
On Sun, Apr 25, 2010 at 4:20 PM, Paul Wise p...@debian.org wrote:
On Sun, 2010-04-25 at 16:16 +0200, Christian Ohm wrote:
http://developer.wz2100.net/browser/tags/2.3.0/lib/netplay/miniupnpc says the
license file is included, but maybe it's missing from the tarball.
Aha, so Makefile.am just
Ok, sorry about the really bad pun. The point is, I think it is about
time to leave the barren wastes of svn behind, and head for the
promised lands of git. I've been looking into the newline issues, and
I am convinced that they can be properly terminated. That leaves only
the question of whether
On Wed, May 12, 2010 at 3:51 AM, buginator buginato...@gmail.com wrote:
This has been postponing indefinitely, until we get a working CC
version (I forgot all about this), and we can get a mac developer who
has time to find out what the problem is with Qt on the mac.
This situation is very
There has been some talk on IRC about future release plans, and I
thought we should get that discussion started here.
2.3.0 has so far seemed like a pretty solid release, and there is no
desperate need for a 2.3.1 yet. Discussions of new features seem to
have moved to trunk. How about we try to
On Thu, May 13, 2010 at 2:20 AM, buginator buginato...@gmail.com wrote:
While I haven't personally tested trunk in a long time, Zarel
mentioned that the pathwalking is broken.
It is, but there are (too) many patches to fix this problem. This
needs to be sorted out, but I do not see this as a
On Thu, May 13, 2010 at 1:22 PM, Sebastiano Giuseppe D'Agata
s@gmx.de wrote:
Some days before I, visited your homepage and I' ve seen, that you are
searching for somebody, who is able to create houses and ruins...
for warzone. I know this game and I like to play it sometimes. I'm a
On Fri, May 14, 2010 at 3:12 AM, Stephen Swaney sswa...@centurytel.net wrote:
On Thu, May 13, 2010 at 08:43:45PM -0400, buginator wrote:
Anyone have any objections to this patch:
http://developer.wz2100.net/ticket/1757 ?
I say apply it. Team colors is the direction we are heading in.
I'm
On Tue, May 18, 2010 at 9:07 PM, Christian Ohm chr@gmx.net wrote:
How about releasing 2.3.1 soon? There have been quite a few commits since
2.3.0, arguably the most important being Dydo-AI's license.
If that is the most important thing that has been done, then surely
there is no hurry?
-
On Tue, May 18, 2010 at 10:11 PM, Christian Ohm chr@gmx.net wrote:
Well, Pabs said he's waiting for 2.3.1 to upload to Debian, so if you're ok
with 2.2.4 for their next release... Anyway, there was other stuff, like
making
the movie subtitles translatable and translation updates. And it
http://developer.wz2100.net/ticket/1581 must be fixed before 2.3.1 can
be released.
If anyone have some suggestions for new maps to include, that would be
a nice bonus.
- Per
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I put the Quesoglc text renderer back in again in the Qt branch, and
now text drawing should work as good as before on every platform.
Possible other problems related to clobbering OpenGL states should be
fixed as well. Can platform maintainers (or others) please update
build files and check if
On Mon, May 24, 2010 at 9:34 PM, Christian Ohm chr@gmx.net wrote:
Two problems I've noticed:
1. Video playback is very jerky (SDL is smooth). I got the impression it is
worse for the first video when several are played (view intro for example, or
the campaign start), but maybe it's just
On Thu, Jun 10, 2010 at 9:52 PM, Christian Ohm chr@gmx.net wrote:
Since noone else proposed any maps, suggestions by just looking at the preview
(all from the addons page):
2 player:
Arena #22, Battle, Stripmine
4 player:
Arena #14 (for Dydo-AI), Garond Valley, Spiral Mountain
8
On Mon, Jun 21, 2010 at 7:37 AM, Safety0ff safety0ff@gmail.com wrote:
endian_* word (defined in endian_hack.h, inline functions that
swap using pointers, used ~511 times)
This will go away once we replace the current savegame format.
I think we should rename endian_hack.h to
On Wed, Jun 23, 2010 at 5:03 AM, bugina...@users.sourceforge.net wrote:
Qt dies on this date, Tuesday, June 22, 2010.
R.I.P
Is this supposed to be some kind of practical joke?
- Per
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On Thu, Jun 24, 2010 at 5:40 AM, buginator buginato...@gmail.com wrote:
If we start to add features that do require beta testing, what are we
going to do ?
We could do beta testing...
- Per
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On Sun, Jul 4, 2010 at 11:00 PM, Guangcong Luo za...@wz2100.net wrote:
First: I believe that incrementing netcode version in a stable branch
is a big thing. I think that incrementing netcode version should
always be mentioned in the commit log (no matter which branch), and if
done to a stable
I will post my thoughts later. Can you (Zarel) post this on the forums
as well to get input from users? And please mention while you are at
it how it compares to the current (2.3) power system (which has what I
would call two phase power flow system).
And it is not at all fair to imply that
For newnet, we need determinism, and the old multiprocessing framework
for path-finding where paths were generated in a separate thread at
its own leisure breaks that.
However, running path-finding in lock-step with the main thread
introduces a very narrow bottleneck in the game that we will
There has been some discussion about this issue in the ticket (
http://developer.wz2100.net/ticket/1970 ). I suggest follow-ups are
posted here, or that we move the discussion over to the forums.
- Per
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On Mon, Jul 26, 2010 at 4:22 AM, Guangcong Luo za...@wz2100.net wrote:
Ye gods, the last time our current release branch was branched from
trunk was two years and two major versions ago. I really don't want to
continue that.
At least that branch is stable and playable, which is more than can
Let's keep our cool for a bit and see if more bloopers surface before
we rush to re-release anything.
Then we can push out 2.3.3 next weekend, hopefully this time with some
actual testing done. Although I cannot promise anything in that
department -- Starcraft 2 just came out.
- Per
On Tue, Jul 27, 2010 at 3:22 PM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
next weekend
I mean this weekend.
- Per
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On Mon, Jul 26, 2010 at 9:37 PM, Guangcong Luo za...@wz2100.net wrote:
You'll notice on the forums quite a few people disagreed with the trunk power
system.
I saw only quite a few people saw no reason to change anything, none
of whom said they had actually tested trunk. That is only the to be
On Tue, Aug 10, 2010 at 2:06 PM, Christian Ohm chr@gmx.net wrote:
I don't know who put the release date for 2.3.4 in trac to the end of this
month - I intend to release it soon, since the burn damage bug is quite severe
imo (possibly making the campaign unplayable or at least way more
On Tue, Aug 17, 2010 at 6:19 AM, bugina...@users.sourceforge.net wrote:
Add a banned IP list to the game. All people that are kicked will be entered
into the file.
People using the same IP can *never* enter the game again. All attempts are
logged.
There is currently a limit of 1000
On Wed, Aug 18, 2010 at 1:22 AM, buginator buginato...@gmail.com wrote:
On 8/17/10, Per Inge Mathisen wrote:
On Tue, Aug 17, 2010 at 6:19 AM, wrote:
Add a banned IP list to the game. All people that are kicked will be
entered into the file.
People using the same IP can *never* enter
On Thu, Sep 2, 2010 at 6:36 AM, zare...@users.sourceforge.net wrote:
Log Message:
---
2.3: Rebalance 0.8.1:
- Removed Cyclone turret
Did you check that Cyclone is never referenced by the AI(s)?
I can't check right now (or for a few days, probably).
- Per
On Wed, Sep 15, 2010 at 9:08 PM, muggen...@users.sourceforge.net wrote:
Log Message:
---
Replace #ifdef(APPLE) #include $path/gl.h sections with SDL_opengl.h
which handles this already
Please do not mess around too much with SDL related stuff, if you do
not strictly need to, since
On Mon, Sep 20, 2010 at 10:17 AM, Giel van Schijndel m...@mortis.eu wrote:
Except that we never used floats to store HP, experience or power (and
never should use floats for that), so those points are moot.
Except we did. We used floats all over the place for movement/position
calculations,
On Tue, Sep 28, 2010 at 5:25 AM, buginator buginato...@gmail.com wrote:
On 9/27/10, buginator wrote:
It was said that it would be a good idea to get a CVE.
http://cve.mitre.org/cve/obtain_id.html
Anyone care to chime in on this one way or the other ?
Since I was just a tad bit too
On Tue, Sep 28, 2010 at 4:58 AM, buginator buginato...@gmail.com wrote:
Having said that, gitorious was *VERY* slow (35-40K/sec) when I did
the initial clone
It has been slow for me as well in recent days. Hopefully this is a
temporary problem. I kind of assume so, because they host things like
On Sat, Oct 2, 2010 at 6:28 AM, buginator buginato...@gmail.com wrote:
I would like to split all the terrain (perhaps decal textures as
well?) out of data/base and instead shove them in data/textures, and
while I am at it, move mp back into base, and rename base back to
warzone.wz.
http://developer.wz2100.net/ticket/1906
No changeset 0054f1c83268bd07b5c9faaf83e2f0b4b64b976e in the repository
Huh?
- Per
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On Mon, Nov 1, 2010 at 1:34 PM, Cyp c...@wz2100.net wrote:
Fix power generation speed in multiplayer depending on game options
difficulty level.
Basically, any player that changed the game difficulty level to help them
beat the campaign would end up accidentally cheating 10% extra power in
On Mon, Nov 1, 2010 at 2:17 PM, Cyp cyp...@gmail.com wrote:
Should the modifier affect damage in single-player skirmish?
IMHO, no. This is a campaign-only setting.
- Per
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How much lost history are we talking about here?
- Per
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I suppose the reason why you think savegames will be broken is because
you are modifying the scripts? But you can do some script
modifications without breaking savegames. As long as you do not change
the order of initialization or the number of variables and/or
functions, things should be fine.
Hey,
I tried to play Warzone 3.0 beta on a friend's fresh Win7
installation, and noticed that the game quit right away. Since I knew
there would be an error log file, I figured out that the system lacked
proper OpenGL drivers. However, less experienced users would not
figure this out as easily,
On Sun, Nov 28, 2010 at 10:21 PM, nore...@github.com wrote:
Branch: refs/heads/3.0
Home: https://github.com/Warzone2100/warzone2100
Commit: cc0756a10adaf59e67dd29e13ad60cdd75e43514
https://github.com/Warzone2100/warzone2100/commit/cc0756a10adaf59e67dd29e13ad60cdd75e43514
Author:
Hello,
I am working on improving the model renderer with extensive use of
shaders. The reason for this is that model rendering in Warzone is
highly dynamic, and trying to fit it into the VA/VBO model without
shaders is just not going to work. And without VBOing the models, the
new artwork being
On Fri, Dec 10, 2010 at 5:07 PM, nore...@github.com wrote:
Remove all traces of the utterly useless apsOilList.
This deletion spree was inspired by the fact that the condition
psStruct-type == REF_RESOURCE_EXTRACTOR can never be true for structures,
since OBJ_STRUCTURE ≠
This is arguably more correct, since micro-AI should not change
orders, and fixes #2391, but could have side-effects I am not aware
of. So please comment if you suspect something might get fishy.
Patch:
http://developer.wz2100.net/attachment/ticket/2391/aishoulduseactions.diff
- Per
We need to discuss how to make the terrain code a bit more sane. The
current mess is unmaintainable. I do not have a clear idea about the
issue that Buginator found, so I hope that he can write a bit about
those. I will focus on the conversion issue.
Currently the old (current) map format is
On Sat, Jan 8, 2011 at 2:53 PM, nore...@github.com wrote:
Fix autogame AIs building on top left corner of map, if not running on host.
What is the difference between NetPlay.maxplayers and game.maxplayers?
And shouldn't they be the same (be merged)?
- Per
On Sat, Jan 15, 2011 at 7:18 AM, Safety0ff safety0ff@gmail.com wrote:
While working on a CMake build system I took the opportunity to move the
contents from lib to src.
Generally, I am worried that we are now making so many huge changes to
the codebase that all existing patches soon have to
On Fri, Jan 28, 2011 at 2:10 AM, Safety0ff safety0ff@gmail.com wrote:
Next subject: Opinions on moving miniupnpc from lib/netplay to somewhere
else?
I don't really care either way. If you feel like moving it, I'm fine with that.
- Per
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On Sun, Jan 30, 2011 at 8:26 AM, buginator buginato...@gmail.com wrote:
Since most everything in master is now changed so pretty much all old
patches don't apply cleanly anymore anyway, I would like to take this
time to fix a few remaining issues
There is a difference between does not apply
On Sat, Mar 5, 2011 at 6:39 AM, Safety0ff safety0ff@gmail.com wrote:
I successfully cross compiled the Qt branch using mingw-cross-env.
Awesome!
I had to merge master, and I pushed it here:
https://github.com/Safety0ff/warzone2100/commits/qt
Feel free to push to origin (?) qt branch.
-
per Safety0ff: is windows 2000 or windows xp in terms of compatibility?
Safety0ff Windows 2000 Windows XP
per i think windows xp is a good lower bound for supported windows platforms
per usually i'd say we shouldn't aim to support platforms that the
manufacturer has ceased support for, but in
On Fri, Mar 18, 2011 at 1:30 AM, buginator buginato...@gmail.com wrote:
While discussing the current savegame format, it was brought to my
attention that we currently have this ticket about a proposed new
format.
http://developer.wz2100.net/ticket/652
Unsure of the status, and if we want to
The QtScript branch (perim/qtscript) now has a working implementation
of javascript for scavengers. The old scripting system runs fine side
by side with it. Saving and loading works as well. The code should be
short and easy to understand, but I have been writing it incrementally
by myself, so it
On Thu, Mar 31, 2011 at 5:08 AM, Safety0ff safety0ff@gmail.com wrote:
PS The new javascript scavenger script is attached as an example for
those too lazy to look in the qtscript branch.
From the script:
And we can use the built-in Math library
switch (Math.random() * 10)
How does that
On Fri, Apr 1, 2011 at 1:50 AM, buginator buginato...@gmail.com wrote:
If you think it is ready, and the old scripts still work as before,
then I have no real objections.
Will this always be the case though ? Will the old scripts still be
supported after Qtscript is finished ?
That is up to
Hello,
Qt branch still appears to have some issues that need to be looked at,
but also is collecting work that makes it diverge rapidly from master.
I am in particular thinking about my own recent work on savegames
(using QSettings) and javascript (using QtScript). These do not depend
on the Qt
On Sun, Apr 24, 2011 at 6:36 AM, buginator buginato...@gmail.com wrote:
Unless there are any objections, I plan to demote ASSERT_FAILURE() to
use LOG_INFO instead of LOG_ERROR.
The main reason for this is that LOG_ERROR is meant for serious
errors, and all LOG_ERRORs are echoed to the in game
The attempt to do a partial merging of Qt branch into master ran into
some problems that required major surgery of master in order to work.
The question was posed if we should be spending so much time fixing up
master, when we could just be focusing our efforts on making the Qt
branch work
On Sun, Apr 24, 2011 at 2:13 PM, Safety0ff safety0ff@gmail.com wrote:
Last time I checked, for Qt widgets to work properly on all platforms
with Opengl we need to use a qgraphicsview and a qglwidget subclass, and
set the glwidget as the background for the graphics view (like this:
On Sun, Apr 24, 2011 at 12:43 PM, Christian Ohm chr@gmx.net wrote:
I've wondered if the concept of stable release is actually useful for us.
It is useful for users.
We should definitely aim for quicker releases later on. Not really
sure how to do this. I think this is mostly dictated by
On Sun, Apr 24, 2011 at 9:47 PM, buginator buginato...@gmail.com wrote:
In short, we have asserts that fire, and we *know* there is a issue,
but can't get at that issue for multiple reasons. No need to spam the
in-game console with assert messages.
Then stop sending LOG_ERROR to the console?
On Sun, Apr 24, 2011 at 10:04 AM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
* We merge Qt branch into master immediately.
The commit message may not have looked like much, but the merge has
now been done.
- Per
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On Tue, Apr 26, 2011 at 10:24 PM, Christian Ohm chr@gmx.net wrote:
I think the feature branches model is our best bet to achieve that. master
won't ever have unfinished stuff delaying a release, and features can be
developed in a branch as fast or slow as wanted without delaying a release.
On Sat, Apr 30, 2011 at 12:59 PM, Christian Ohm chr@gmx.net wrote:
No other changes that should be done for 2.3.8?
Well, there was some talk about balance adjustments. I believe there
was one range change for which there was pretty universal agreement.
Zarel?
- Per
On Tue, May 3, 2011 at 3:22 AM, buginator buginato...@gmail.com wrote:
I was pondering, if switching to a Qt frontend for Warzone would be a
good idea or not ?
IMHO, we should look into using Qt Quick to reimplement the pre-game
dialogs first, then use that experience to reimplement the in-game
WIP proposal on how to redesign the campaign loading:
New Campaign menu - list of menu items, loaded from directory
campaigns, one ini file describing each. In addition, the old
campaign, since it is unlikely that we will finish porting it in time
for a stable release.
Tutorial menu - list of
On Sun, May 8, 2011 at 8:34 PM, Christian Ohm chr@gmx.net wrote:
Is the ini loader able (to be hacked) to ignore _() around string values? Then
we could just have lines like name = _(Basic Tutorial) which automatically
get added to the po files. I guess for the integrated iniparser in 2.3
Ignore me. - Per
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On Sat, Jul 9, 2011 at 6:21 PM, buginator buginato...@gmail.com wrote:
Note, it seems that the license for this stuff is Apache 2, and that
doesn't mesh well with our license, so, I believe, that we can't have
this in our repo.
It doesn't look like having static or dynamic version of this
As I am nearing completion on my savegame port, I see the need to
reorganize the way map / savegame files (hereafter only called map
files) are stored and mounted for increased sanity and clarity. This
is the plan:
1) All map files contain a map name.ini file - this replaces the
current map
On Wed, Jul 27, 2011 at 2:40 AM, nore...@github.com wrote:
Add a map preview tool, fix various things in tools/map.
I'm not sure what editor you use, but it totally screws up
indentation. Please fix it.
I'm not sure why cmake was chosen. It seems a bit out of place.
It also does not build
The current MP tech tree contains a lot of techs that cannot be
researched, since none of their prerequisites are ever enabled. Unless
someone objects, I will be pruning the tech tree and remove them.
- Per
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I think the default version (which is going to be SDL, barring sudden
bugs) should be the warzone2100 executable.
- Per
On Mon, Dec 26, 2011 at 5:56 PM, Christian Ohm chr@gmx.net wrote:
https://github.com/cybersphinx/warzone2100/commits/master builds both
versions (if the needed stuff is
On Tue, Jan 24, 2012 at 8:42 PM, Christian Ohm chr@gmx.net wrote:
On Monday, 23 January 2012 at 21:04, buginator wrote:
Eh ? where did this come from, I see no mail from dak180 anyplace, so
no idea what the context of this was.
Seems they get eaten by the mailing list. So what now? A new
On Thu, Feb 16, 2012 at 2:49 PM, Christian Ohm chr@gmx.net wrote:
It looks to me that change adds a warning if we call any undefined
function. I noticed this behaviour already when I used a wrong function
name, and it took a bit to find the problem, since the game just
silently ignored
On Fri, Feb 17, 2012 at 3:10 AM, buginator buginato...@gmail.com wrote:
Because we have lots of events being called (and more being added all
the time) that not every script should be forced to implement just to
make the warnings disappear.
Eh ? You are inviting bugs then, as can be seen by
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