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?
___
Warzone-dev mailing list
Warzone-dev@gna.org
On 5/18/09, Per Inge Mathisen per.maxxx...@gmail.com wrote:
On Mon, May 18, 2009 at 6:13 AM, bugs buggy buginxxx...@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
For those of you that have missed it, I am currently changing (some)
ASSERT()s to ASSERT_OR_RETURN() to prevent crashes and / or garbage
output in release builds.
Of course, the change only happens if the condition in the ASSERT can
cause a crash/ undefined behavior / garbage output.
The only
Is there a reason why the mac exception handler is different than the rest?
I don't see the source for it anyplace?
The reason is, I wish to make it dump out more information that what
it does now, to make it more like the windows linux dumps.
___
On 5/21/09, Kreuvf kreuxxx...@warzone2100.de wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
bugs buggy wrote:
For those of you that have missed it, I am currently changing (some)
ASSERT()s to ASSERT_OR_RETURN() to prevent crashes and / or garbage
output in release builds
On 5/21/09, Zarel zarelx...@gmail.com wrote:
Currently, the only way to set needinfo status on a ticket is to close it.
The problem is, due to a recent spam attack, normal users no longer
have the privileges to reopen a ticket (or remove the needinfo
status). Furthermore, even if they do,
On 5/22/09, Christian Ohm chrx...@gmx.net wrote:
Equally obvious should be that slow but working is better than fast but
crashing. Performance can later be achieved by profiling and optimizing the
bottlenecks. As I recently added to ticket #225, I did an oprofile run on
Warzone, and OpenAL
If we follow the roadmap, we have until 6/1/09 for the release of 2.2
This is just a heads up for everyone, stating, if you have anymore
changes (aka fixes) that needs to be in 2.2, speak up now, or wait for
2.2.x.
The only thing that needs to be done for the installer is, offer the
user a
The file on GNA
http://download.gna.org/warzone/releases/mods/community-music_1.0.wz
isn't in the correct format for 2.2.
Since the playlist code has been neutered, that file won't work as is.
Do we repackage it, and bump the version number, or do we remove it
from the installer option to
On 5/26/09, Dennis Schridde devura...@gmx.net wrote:
Hi Buggy!
Am Dienstag, 26. Mai 2009 20:53:37 schrieb bugs buggy:
The file on GNA
http://download.gna.org/warzone/releases/mods/community-music_1.0.wz
isn't in the correct format for 2.2.
Since the playlist code has been
On 5/27/09, Christian Ohm chr.ohmxx...@gmx.net wrote:
On Wednesday, 27 May 2009 at 14:44, Per Inge Mathisen wrote:
Run update-po
Why are you committing this over and over?
Because Buginator can't do it on Windows and tells me to. Well, sometimes at
least.
Yeah... sorry for the
On 5/27/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
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?
Since nobody has had time to update the docs/* to make them current, I
think we should just scrub that directory, and instead have links to
our web site wiki FAQ. Those are mostly up to date, and we
wouldn't really need to do anything.
For the windows installer, I have removed the option to
On 5/28/09, Zarel zare...@gmail.com wrote:
2009/5/27 Christian Ohm chr@gmx.net:
Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's possible,
but savegame compatibility is important (esp. for campaign, which doesn't
seem
affected - this time).
Wouldn't it just be
On 5/28/09, Kreuvf kre...@warzone2100.de wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
bugs buggy wrote:
Since nobody has had time to update the docs/* to make them current, I
think we should just scrub that directory, and instead have links to
our web site wiki FAQ
On 5/28/09, Zarel zarelxx...@gmail.com wrote:
2009/5/27 bugs buggy buginatxx...@gmail.com:
That is why we should revert, and fix this error another way, like I
explained before.
Do you have a good way of fixing the error? If you do, I welcome it.
Otherwise, I think this bugfix is more
Just a heads up, that most everything is done, here is the final checklist.
http://developer.wz2100.net/ticket/566
Just waiting on some windows icons, and then we can tag it, and then
make the builds.
I would like to thank everyone (in advance) for their help in
releasing this build. :)
On 5/31/09, Per Inge Mathisen per.mathi...@gmail.com wrote:
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 +
On 5/31/09, Christian Ohm chr@gmx.net wrote:
On Sunday, 31 May 2009 at 2:47, bugina...@users.sourceforge.net wrote:
Revision: 7600
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7600view=rev
Author: buginator
Date: 2009-05-31 02:47:27 + (Sun, 31 May
We have released 2.2.
We have the source tarball, the Fedora rpm, and the windows installer
all available on our SourceForge project page.
Just need the Mac builds.
http://sourceforge.net/projects/warzone2100/
___
Warzone-dev mailing list
On 5/31/09, Per Inge Mathisen per.mathixxx...@gmail.com wrote:
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.
When the forums were up, there was talk that a few users couldn't load
.wz files.
After looking a bit, I found this thread on the ML,
https://mail.gna.org/public/warzone-dev/2007-12/msg00129.html
It seems it was never really fixed?
___
Warzone-dev
On 6/2/09, Per Inge Mathisen per.mathxxx...@gmail.com wrote:
On Mon, Jun 1, 2009 at 9:40 PM, bugs buggy buginxx...@gmail.com wrote:
Now with 2.2 out of the way, I was thinking that our new roadmap would
look something like this:
2.3 new terrain (with netplay integration?)
2.4 lua
The problem with this hack is, that if we keep this in, then this hack
is enabled for *all* people on linux, if they need it or not.
AFAIK, we can't detect what drivers people are using, so the below
error message is spit out for everyone on linux.
If people don't report about the problem to the
On 6/4/09, Dennis Schridde devuran...@gmx.net wrote:
Am Donnerstag, 4. Juni 2009 19:33:00 schrieb bugina...@users.sourceforge.net:
Revision: 7655
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7655view=rev
Author: buginator
Date: 2009-06-04 17:32:59 + (Thu, 04
On 6/4/09, Dennis Schridde devuran...@gmx.net wrote:
Am Donnerstag, 4. Juni 2009 19:57:03 schrieb bugina...@users.sourceforge.net:
Revision: 7660
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7660view=rev
Author: buginator
Date: 2009-06-04 17:56:56 + (Thu, 04
On 6/5/09, Christian Ohm chr@gmx.net wrote:
As we often get too little information in bugreports, I added the OpenGl
vendor, renderer and version strings to the crashdump output. That should at
least tell us something about people's graphics hardware. The attached patch
is
for
On 6/10/09, Per Inge Mathisen per.mathxx...@gmail.com wrote:
On Wed, Jun 10, 2009 at 7:50 PM, sendxx...@users.sourceforge.net wrote:
Revision: 7707
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7707view=rev
Author: sendai
Date: 2009-06-10 17:50:14 +
On 6/11/09, Christian Ohm chr@gmx.net wrote:
On Thursday, 11 June 2009 at 0:27, bugs buggy 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,
Because it doesn't work
On 6/11/09, Per Inge Mathisen per.maxxx...@gmail.com wrote:
On Thu, Jun 11, 2009 at 6:27 AM, bugs buggybuginxxx...@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
On 6/11/09, Christian Ohm chr.xxx...@gmx.net wrote:
On Thursday, 11 June 2009 at 13:01, bugs buggy wrote:
Something isn't right here then... no matter what angle, and no matter
what zoom level, I do not have any seams anymore.
Does your card/driver support anisotropic filtering
On 6/11/09, Christian Ohm chr.xx...@gmx.net wrote:
On Thursday, 11 June 2009 at 13:40, bugs buggy wrote:
Does your card/driver support anisotropic filtering? If it doesn't (or
you have
It does, I forced it on to 16x, and didn't see seams, and then tried
AA set to 16xQ, and no seams
On 6/11/09, Dennis Schridde devurxx...@gmx.net wrote:
Am Donnerstag, 11. Juni 2009 10:15:01 schrieb Per Inge Mathisen:
We have tried a lot of approaches in the past, and whenever someone
said I've fixed it! someone else found a problem with it or the
seams were just harder to spot on
On 6/12/09, Christian Ohm chr.xxx...@gmx.net wrote:
On Thursday, 11 June 2009 at 23:56, bugs buggy wrote:
Ok, found the problem. It isn't a driver issue, it is more of a oversight.
It turns out, that if you set the texture size to something higher
than the texture size of the tiles
For those of us that read the tickets, they suffer for a severe case
of 'need info'.
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 also plan to add map name, if cheats were used, and texture
On 6/15/09, Christian Ohm chr.x...@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.
Though I'd put the OpenXX strings
On 6/16/09, Zarel zarelxx...@gmail.com wrote:
- The site logo
- The Development tab should be removed, and the Trac tab should
be renamed Development.
- It might help to add a Download tab between FAQ and User Guide.
- The Blog _really_ isn't updated enough for its entire own tab.
works
I feel that a 2.2.1 release on June 21st is a good target date.
Besides the usual bug fixes, the biggest fix (most noticeable) is the
seam fix, and the biggest thing that will help *us* is the improved
crash dump file (on windows linux), which will now give us much more
info than we ever had
On 6/17/09, Christian Ohm chrxxx...@gmx.net wrote:
On Wednesday, 17 June 2009 at 5:00, buginaxxx...@users.sourceforge.net wrote:
Don't try to pretend that we have textures 128 in this branch.
But, ehm, we do have textures larger than 128x128. Like _every_ _single_
_PIE_
_texture_
On 6/18/09, Christian Ohm chrxx...@gmx.net wrote:
Hello,
I've recently encoded the German RPLs into the Theora format for use with
Warzone. Before that I believed those who claimed the loss in quality wasn't
significant, but actually comparing original and encoded file this is
definitely
The windows installer, and the source tarball (.bz2) have been created.
Fedora Mac builds are still needed.
Thanks again to everyone who made this release possible.
Here is the changelog.
2009-06-21: Version 2.2.1
* General:
* Change: No longer require space between rearm pads, allow
Revision: 7842
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7842view=rev
Author: zarelsl
Date: 2009-07-13 21:10:49 + (Mon, 13 Jul 2009)
2.2: Fix possible buffer overflow in missionFlyTransportersIn and
getLandingX/Y.
How does this fix anything?
These should be asserts (so we can
Just curious as to where we are at?
I know that most of the devs are away/busy, so things have slowed down
tremendously.
For a alpha 2.3 release, the major blockers/issues with that are power
code, skybox, and what else?
Zarel is pushing for a 2.2.2 relatively soon, what is the status of
this?
On 7/26/09, Dennis Schridde devurxx...@gmx.net wrote:
Am Sonntag, 26. Juli 2009 05:11:55 schrieb bugs buggy:
Revision: 7891
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7891view=rev
Author: zarelsl
Date: 2009-07-22 22:12:41 + (Wed, 22 Jul 2009)
Index terrain
In case anyone has some free time, we could make our SF site look
*much* better...
They also have added quite a few things, and they support trac as
well. (Perhaps we can use this as a backup?)
Lots of them are improving their sites over the bland version that is
our default.
Here are some
Just a quick word, I noticed that QuesoGLC has been updated to .7.2,
and in the release notes, they have:
http://sourceforge.net/project/shownotes.php?release_id=672506
- Fixed bug #2019450 (added a workaround for open source drivers of the Intel
chipsets : a bug in the drivers prevent a
Unless someone throws a fit, I plan to make a 2.2.2 release this
weekend. Most likely on Sunday.
I will do the windows linux tarball, so we just need the Mac release as well.
___
Warzone-dev mailing list
Warzone-dev@gna.org
It has come up that some of the resolutions we currently use for trac
can seem to be a bit harsh in tone.
Mainly, the issue is, if a user has some kind of feature request, then
what should be done with it?
If we close it as invalid, that could be conscrewed as us telling them
to bugger off...
If
*After* the 2.2.2 release, I was thinking we should upgrade our SVN
repo( svnadmin upgrade) to svn version 1.6.4.
Any objections to this? It makes quite a few things easier on us
(merges), see the release notes here:
On 8/21/09, Stephen Swaney sswa...@xxx wrote:
One way is simply to have a separate tracker for feature requests.
However, as cybersphinx points out in IRC, having everything in one
database has certain advantages. If we had a separate 'feature
request' type, it would solve that
On 8/22/09, bugs buggy buginatorxx...@xxx.com wrote:
I don't think we can do that, without modifying the source code. I
think Giel would know what can / can't be done the best, he seems to
know more about trac than the other devs.
I just found this, this looks like it would be a nice
The developer staff brings you the release of Warzone 2100 2.2.2.
The most noticeable fix in this release is that people should have
significantly fewer crashes, as well as less problems with sounds and
numerous other fixes in this release as well. For a complete list see
the Changelog.
NOTE to
For trunk, we have allot of changes, and most of those are not really trivial.
I think when we tag trunk for a Alpha release, it should be 3.0, and not 2.3.
To me, 2.3 would be minor changes, and that don't bode well with what
has been done to trunk.
Any objections from changing the 2.3
On 8/23/09, Zarel zarelxxx...@xx wrote:
On Sun, Aug 23, 2009 at 1:26 AM, bugs buggybuginatorx...@x wrote:
For trunk, we have allot of changes, and most of those are not really
trivial.
What sort of changes? The only things I can think of are the terrain
renderer, a new power
It is apparent that the current way we do Changelogs isn't the best
way, since it is way more time consuming than it should be.
We could just drop the revision number, and stick with tickets, or we
could use svn2cl to produce the changelog for us.
http://arthurdejong.org/svn2cl/
Your input is
On 8/22/09, Stephen Swaney sswa...@centurytel.net wrote:
On Fri, Aug 21, 2009 at 07:06:59PM -0400, bugs buggy wrote:
*After* the 2.2.2 release, I was thinking we should upgrade our SVN
repo( svnadmin upgrade) to svn version 1.6.4.
Any objections to this? It makes quite a few things
On 8/24/09, Cheny Luo chenxx...@xx.com wrote:
Hey, Warzone people!
This is targeted mostly at Buginator, because he's been handling the
download page for new releases.
You seem to be getting rid of old the download links right before a
new release, even before a new download is
On 8/31/09, Per Inge Mathisen per...@x.com wrote:
Hello,
This is to say welcome to the newest developer with svn commit access
- i-NoD. He has been writing some quality patches lately and we
figured we could use some extra manpower :-)
- Per
Welcome to the team i-NoD.
What
Looks like we have quite a few bugs that squeaked by, and infected
2.2.2, pretty much breaking the SP game from reading the forum
comments.
Since I assume those are all fixed now, and the new bug fixes, how
about a quick 2.2.3 release late Saturday or early this Sunday?
Only issue is, I could
Looks like doing mutually exclusive stuff is not in the picture right
now, so the question becomes, should we use the Hi-res version or the
low-res version of the FMVs as a download option?
I have:
LangString DESC_SecFMVs ${LANG_ENGLISH} Download and install Hi-res
videos (in-game cutscenes).
http://forums.wz2100.net/viewtopic.php?f=1t=3757p=36733#p36733
The developer staff brings you the release of Warzone 2100 2.2.3.
We have higher quality FMVs thanks to cybersphinx, squashed some more
bugs, fixed 3D sound, and other numerous things.
For a complete list see the Changelog.
As
On 9/26/09, Per Inge Mathisen perxx...@gmail.com wrote:
I have been working with OpenGL 2.0+ features lately, and I think I
could have a good shot at making the current model drawing code much
faster by using such features. However, this would require working
support for VBOs and GLSL
First off, I really think we need room to grow for the 2.2 branch.
If we start to backport some changes from trunk to the current 2.2 it
can/will break things, and saying 2.2.5 won't work with 2.2.4 because
of XYZ isn't really a good way to handle it. Minor improvements and
or bug fixes are for
Nice of someone to notice that we were stripping the mac exe, so the
crash dumps are more or less useless.
I think the mac builds need to be redone ASAP, so we can have half-way
decent crash dumps from the mac people.
I do NOT think we should tag a 2.2.3a, just commit the xcode changes
to 2.2.3,
On 10/4/09, Per Inge Mathisen per.xx...@gmail.com wrote:
After a quick discussion on IRC, I would like to propose a different
versioning. I'd like to see a trunk alpha soon. However, since trunk
does not yet contain the big incompatibilities that we foresaw for 3.0
(new savegame format, lua
Hey all, the current plan is to release 2.2.4 (or 2.3.0--which ever
version # wins) next weekend, most likely Saturday night/ Sunday
morning.
If you have fixes/changes, then please get them in now, or wait for
the next release.
___
Warzone-dev mailing
On 10/4/09, Zarel zarexx...@gmail.com wrote:
On Sun, Oct 4, 2009 at 5:44 PM, bugs buggy buginato...@gmail.com wrote:
Hey all, the current plan is to release 2.2.4 (or 2.3.0--which ever
version # wins) next weekend, most likely Saturday night/ Sunday
morning.
If you have fixes
On 10/4/09, bugs buggy buginxxx...@gmail.com wrote:
...
now that it is in both trunk branch/2.2, we can have plenty of
testing before the release of the next version next week... Hear
that testers? We need your help :)
I uploaded both 2.2 trunk versions (.exe ONLY) as of this e-mail
On 9/13/09, Christian Ohm chr.xx...@ wrote:
On Sunday, 13 September 2009 at 13:28, Per Inge Mathisen wrote:
IMHO, 3.0 should be the first release with new savegame and scripting
formats, because this will be a tough break with the past. Whether the
first release from trunk will
On 10/5/09, Zarel zarelxxx...@xxcom wrote:
On Sun, Oct 4, 2009 at 9:57 PM, bugs buggy buginx...@.com wrote:
see below about 2.2.4 / 2.3.0
In case everyone is confused on how this works, if host starts a game
with ntw mod, they would do --mod_mp ntw (if from source) or --mod_mp
On 10/10/09, Per Inge Mathisen perxxx...@ wrote:
I think the network incompatible story is a red herring. People
should NEVER play with different versions of the game, period. This is
asking for trouble, unless all the changes between the two versions
are purely cosmetic or crash
On 10/10/09, Zarel zarelxxx...@xxx wrote:
On Fri, Oct 9, 2009 at 11:23 PM, bugs buggy bugxxx...@x wrote:
It's not so much about saving people 3 characters, as about not having
to guess when to use .wz and when not to.
Meh, why are we even arguing this? I'm applying part of my patch
On 10/10/09, Zarel zarelxxx...@xx wrote:
I guess that it's not _that_ big of a deal to make minor versions
netcode incompatible (biggest consideration is probably that people
using the version from Ubuntu repositories won't be able to play with
people on other platforms, since Ubuntu
On 9/16/09, jurgf...@ jurgf...@xxx wrote:
Hi all : ),
i would like to do a Old School Mod with the v1.10 stats folder only.
And now i wanna ask for the SVN permission (i got SVN access).
There are many Players outside which dont like the new balance...
... whatever the reason is, but
On 10/10/09, bugs buggy buginxx...@x wrote:
On 9/16/09, jurgf...@ jurgf...@xxx wrote:
Hi all : ),
i would like to do a Old School Mod with the v1.10 stats folder only.
And now i wanna ask for the SVN permission (i got SVN access).
There are many Players outside which
All 2.2.4 builds will be uploaded as soon as we can make them.
Thanks to everyone for their hard work!
Changelog:
2009-10-11: Version 2.2.4
* General:
* Fix: Indirect fire weapons can no longer use sensors to fire at
targets the sensor cannot see. (r8177)
* Fix: Improved error handling in
As was previously discussed numerous times, I would like to actually
do it now while I have some time to do this.
While the original intent of using SQL was good in theory, in
practice, it adds another layer of complexity and another area of
speciality that we could do without.
The meta language
On 10/28/09, Zarel zarexxx...@xcom wrote:
2009/10/28 i-NoD i-...@xxxcom:
Hello Zarel,
I've an updated devpkg for MSVC but I don't to stack it inside devs wiki.
Could you please hint me a person who is in charge of
http://download.gna.org/warzone/development/devpkg/ repo?
On 10/19/09, Kreuvf kreuxx...@xx.de wrote:
Giel van Schijndel wrote:
Got this message from Paul Wise on IRC:
16:36 pabs3 Giel: Debian freezes in March 2100, would be good if
WRP folks could think about which version they want in stable.
On 10/30/09, Per Inge Mathisen per.xxx...@com wrote:
On Fri, Oct 30, 2009 at 2:29 AM, bugs buggy bugxxx...@x.com wrote:
Thus, I wish to revert all SQL changes in 2.2 (yes, it still has sql
stuff in it) and trunk.
I support this.
- Per
Done.
Everyone can now test
On 10/30/09, Per Inge Mathisen per.xxx...@xxx.com wrote:
On Fri, Oct 30, 2009 at 1:49 AM, bugxx...@xx.net wrote:
Add a new debug flag type, LOG_FATAL.
Neat.
I would like to see a new macro for this, say, for example,
ASSERT_OR_DIE(). Seeing all those abort() calls in the
On 11/1/09, Kreuxxxkre...@xx.de wrote:
buginxxx...@xx.net wrote:
Revision: 8323
http://warzone2100.svn.sourceforge.net/warzone2100/?rev=8323view=rev
Author: buginator
Date: 2009-10-31 04:43:31 + (Sat, 31 Oct 2009)
Log Message:
---
It is pretty obvious that we don't really have enough active
developers to test everything ourselves and I think it would be best
for us (and the project overall) if we start the ball rolling with a
new release.
2.2_net is 2.2's code + trunk's netcode which means, people can play
8p games
On 11/8/09, Christian Ohm chr.xx...@x.net wrote:
On Sunday, 8 November 2009 at 13:50, Per Inge Mathisen wrote:
On Sat, Nov 7, 2009 at 7:09 PM, Christian Ohm chr.x...@.net wrote:
Hey, I didn't decide that exactly. I'd branch 2.3 off from 2.2, and merge
2.2_net into it. Then we
For those of you that want to get whatever in this BETA release,
please do so ASAP.
For the netcode, this is pretty much trunk's netcode plus some
modifications to a few defines to get it to sync up more often, and to
spit out info when we can't sync since the packet would be too big. I
also
Hope everyone has everything they wanted to stick into 2.3.0 beta 1.
The plan is to make a release around UTC Saturday, November 14, 2009
at 20:00:00
Give or take a hour. :)
Should the config directory be renamed to warzone 2100 2.3 as follows ?
# define WZ_WRITEDIR Warzone 2100 2.3
#elif
On 11/8/09, Zarel zarelxx...@xx.com wrote:
On Thu, Oct 29, 2009 at 7:29 PM, bugs buggy buginxx...@xx.com wrote:
The CSV format is much more easier to troubleshoot (old code worked
fine before), and as a added plus, it appears we are getting more
editors made for modifying
SDL 1.2.14 is out, and if fixes numerous bugs for OS X.
libogg 1.1.4, libvorbis 1.2.3 and libtheora 1.1.1 libs also have bug fixes.
Does anyone know what the current libs our OS X builds use?
___
Warzone-dev mailing list
Warzone-dev@gna.org
On 11/14/09, Zarel zarel...@xx.com wrote:
On Fri, Nov 13, 2009 at 11:24 PM, bugs buggy bugixxx...@x.com wrote:
SDL 1.2.14 is out, and if fixes numerous bugs for OS X.
libogg 1.1.4, libvorbis 1.2.3 and libtheora 1.1.1 libs also have bug
fixes.
Does anyone know what
About 1 hour left before I need to tag and build everything. This
really is your last chance to get anything you wanted in 2.3B1.
Commit to 2.2_net!
For branches/2.2, I will not be doing anymore comits to that, since I
don't see a real need for it.
2.2_net will be where all (my) work will be
Warzone 2100 2.3 Beta 1 has now been released!
We need everyone to test this ASAP, it has many changes in it and we
await your feedback!
Thanks!
===
Changelog
===
2009-11-14: Version 2.3.0 beta 1
* General:
* Fix: Use Enable GLC_AUTO_FONT to enable it to
On 11/15/09, Zarel zarex...@x.com wrote:
On Sat, Nov 14, 2009 at 12:10 PM, bugs buggy buginxx...@x.com wrote:
About 1 hour left before I need to tag and build everything. This
really is your last chance to get anything you wanted in 2.3B1.
On Sat, Nov 14, 2009 at 2:53 PM, bugs
On 11/15/09, Dennis Schridde devurx...@xx.net wrote:
A strict code-freeze for, say, a week, including the thorough testing on all
OSes/arches as mentioned above, with the final builds being created right
after the tag, might work just as well.
Again, only provided that it is guaranteed
On 11/19/09, Dennis Schridde devuran...@xxx.net wrote:
Am Donnerstag, 19. November 2009 08:43:06 schrieb Dennis Schridde:
Hello!
Am Mittwoch, 18. November 2009 22:18:40 schrieb bugs buggy:
All known fixable *REPORTED* bugs for 2.3b1 have been squashed, so we
need another
On 11/19/09, Zarel zarelxxx...@.com wrote:
In response to the recent discussion, I'd add that no one should under
any circumstances announce the release on the forums or ML, or edit
the homepage or downloads page, unless either at least 24 hours have
passed since the tagging, or a Mac
The main problem that we have is that the Mac build system is far more
complex than it needs to be, and is causing our Mac builder grief.
It is very hard to change (update) libs with the current Xcode project file.
The old maintainer who made the Xcode project file (Ari?) hasn't been
around for
On 11/20/09, Zarel zarel...@xxcom wrote:
On Fri, Nov 20, 2009 at 9:41 PM, bugs buggy buginxx...@xx.com wrote:
Um, I think not.
We *need* feedback testers ASAP. Our userbase is mostly all windows
and linux users. In order to get as much feedback and testing done
Guys, if you don't mind, can you also update the Changelog for
whatever you have done?
I am unsure what to enter for a few of the patches that were committed after B1.
___
Warzone-dev mailing list
Warzone-dev@gna.org
Testing continues with this new release.
Please Test!
NOTE for packagers, do NOT use physfs2.0, since it will not work with
our codebase until we get unicode support.
Check our sourceforge site for the files
http://sourceforge.net/projects/warzone2100/files/
Is there any good reason why we still have 2.0 2.1 lobby support online?
The lobby server shouldn't be made to support those versions, since
people never upgrade.
Those versions can't be told via a MOTD that a new version is waiting,
so I think it is best if we turned off the lobby server for
201 - 300 of 312 matches
Mail list logo