Re: [warzone2100-dev] Reorganization of maps

2011-07-11 Thread Guangcong Luo
On Mon, Jul 11, 2011 at 4:23 PM, Safety0ff safety0ff@gmail.com wrote: On 11/07/11 09:52 PM, Per Inge Mathisen wrote: 2) Maps are moved to data/maps/ which contains map name.ini and either a map name.zip OR a map name/ directory for each map What is the rationale for putting a map

Re: [warzone2100-dev] 2.3.8 and Milestones

2011-04-30 Thread Guangcong Luo
On Sat, Apr 30, 2011 at 7:31 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: Well, there was some talk about balance adjustments. I believe there was one range change for which there was pretty universal agreement. Zarel? Yeah, mini-pod max range change from 8 tiles to 8.5 tiles. Moving

Re: [warzone2100-dev] 2.3.8 and Milestones

2011-04-30 Thread Guangcong Luo
On Sat, Apr 30, 2011 at 3:34 PM, Rene jochum rene.joc...@pc-dummy.net wrote: Can you setup a Test-mod for that? Would be great if we can test this first. It's a bit late to do balance testing for 2.3.8 at this stage. Knowing that Iluvalar has done balance testing, I don't think committing a

Re: [warzone2100-dev] [Warzone 2100 Trac] #2610: Fix map-mod support

2011-04-03 Thread Guangcong Luo
On Sat, Apr 2, 2011 at 9:22 PM, Stephen Swaney sswa...@centurytel.net wrote:  This patch fixes both these problems. Would you like to tell us how exactly? @_@ Could you ask this on the ticket? I have a tendency to ignore ML e-mail replies to patches, since I assume they're just updates to the

Re: [warzone2100-dev] Patch for various warnings

2010-12-20 Thread Guangcong Luo
On Mon, Dec 20, 2010 at 7:20 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: This is a patch to fix warnings discovered on a MacOSX compile with llvm. Of note, look especially at the change in display.c, where behaviour is altered. Zarel, I think you touched this line last, but I failed to

Re: [warzone2100-dev] Qt branch

2010-10-11 Thread Guangcong Luo
On Mon, Oct 11, 2010 at 2:27 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: I was told by Zarel and cybersphinx earlier that you absolutely needed resolution changing before qt-branch could be merged I'm sorry I was unclear, but I meant that we should have true-fullscreen instead of

Re: [warzone2100-dev] Reordering data layout

2010-10-02 Thread Guangcong Luo
On Sat, Oct 2, 2010 at 2:31 PM, Safety0ff safety0ff@gmail.com wrote: Though I do not know precisely what Buginator has in mind, merging does not imply that SP and MP will have the same stats. AFAIK, it should not be too difficult to edit the .wrf and .lev files so that the modes use

Re: [warzone2100-dev] (Need response ASAP!) The new branch and what we all need to decide on, and some comments about git.

2010-09-28 Thread Guangcong Luo
On Mon, Sep 27, 2010 at 9:58 PM, buginator buginato...@gmail.com wrote: 2) Which terrain textures should we use, or what combination of textures should we use ? I'd prefer to deal with this myself at a later date, but if it's urgent we act on this now, I think the best solution would be to use

Re: [warzone2100-dev] 2.4(?) release plans

2010-09-18 Thread Guangcong Luo
On Sat, Sep 18, 2010 at 6:56 PM, buginator buginato...@gmail.com wrote: I was tossing around the idea of porting over from trunk, the terrain renderer, and the tcmask support into the 2.X codebase.   (Just a note on that, if we do go this route, then this could also be called 3.X instead of

Re: [warzone2100-dev] 2.3.5 (final) release plan

2010-09-16 Thread Guangcong Luo
On Wed, Sep 15, 2010 at 9:06 PM, buginator buginato...@gmail.com wrote: First off, we need everyone to vote which icons to use for Cyp's changes. (no VTOL, no Cyborgs, and no tanks, and the kick icon) http://forums.wz2100.net/viewtopic.php?f=33t=6439 Does this need a vote? o_O We use the borg

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11570] branches/2.3/data

2010-09-15 Thread Guangcong Luo
On Wed, Sep 15, 2010 at 3:04 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: 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

Re: [warzone2100-dev] commit messages

2010-09-12 Thread Guangcong Luo
On Sun, Sep 12, 2010 at 2:35 PM, Christian Ohm chr@gmx.net wrote: My preferred commit message format is: What was changed. Reason why it was done, maybe why it was done the way it was done, the tickets it fixes. So a short summary that's less than 80 characters, and a description with

Re: [warzone2100-dev] 2.3.5 RC ETA in 1-2 days?

2010-09-06 Thread Guangcong Luo
On Sat, Sep 4, 2010 at 3:23 AM, Kreuvf kre...@warzone2100.de wrote: 1. I am astonished: I carefully wrote this to not include any ego stuff/personal attacks. And there is not a single accusation in there, I would say. I was making it extra clear that I don't really mind if you disagree with

Re: [warzone2100-dev] 2.3.5 RC ETA in 1-2 days?

2010-09-03 Thread Guangcong Luo
On Thu, Sep 2, 2010 at 8:45 AM, Stephen Swaney sswa...@centurytel.net wrote: This is just silly, especially in light of OSX being such a minor platform. Dude, you use Linux, a platform with a sixth the marketshare of OS X. You, of all people, should understand the flaws of marginalizing a

Re: [warzone2100-dev] 2.3.5_rc1 has been released.

2010-09-03 Thread Guangcong Luo
On Fri, Sep 3, 2010 at 6:12 AM, Cyp cyp...@gmail.com wrote: Minor nitpick:     * APDSB Mk1 now requires TMG instead of APDSB Mk1 Should be:     * Catch 22 now requires Catch 22 instead of Catch 21. or (if I interpreted the weird research text files correctly)     * APDSB Mk2 now requires

Re: [warzone2100-dev] 2.3.5 RC ETA in 1-2 days?

2010-09-03 Thread Guangcong Luo
On Fri, Sep 3, 2010 at 1:10 PM, Kreuvf kre...@warzone2100.de wrote: Market share? Comparing market share is pretty useless here. While you usually get your GNU/Linux for free, you have to pay (too much IMHO ;X) for your OS X (and its SPs^H^H^H new versions), so this metric is extremely biased

Re: [warzone2100-dev] Clarification on the following changes needed

2010-08-18 Thread Guangcong Luo
On Wed, Aug 18, 2010 at 12:15 AM, buginator buginato...@gmail.com wrote: The change to mouseDown/mouseDrag doesn't make a lot of sense to me either, since X will send you button 2 press/release if third-button emulation is enabled, and if not then you probably don't want apps to emulate it

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11489] branches/2.3/src/configuration.c

2010-08-17 Thread Guangcong Luo
On Tue, Aug 17, 2010 bugina...@users.sourceforge.net wrote:  Change FMVs to be 1x for default instead of full screen. At higher resolutions, the FMVs are just too blocky. 1X is native, which has the best image quality on the 320x200 source FMVs. Isn't this overkill? I mean, on a modern

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11489] branches/2.3/src/configuration.c

2010-08-17 Thread Guangcong Luo
On Tue, Aug 17, 2010 at 9:37 PM, buginator buginato...@gmail.com wrote: The reason I picked 1x instead of the other options is, that people would then actually look at the menu options, and pick the one they want.  While 2x is better than FS, it still looks blocky/crappy at high resolutions

[warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?

2010-07-27 Thread Guangcong Luo
Hey, guys. Two fairly bad bugs kind of went into 2.3.2 and no one found them. :( They are: 1. When a fully upgraded object takes burn damage, it's instantly killed (underflow in damage calculation). 2. Starting a game in T2 or T3 mode doesn't work - the game just starts in T1 mode. I've fixed

Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?

2010-07-27 Thread Guangcong Luo
On Tue, Jul 27, 2010 at 7:36 AM, Christian Ohm chr@gmx.net wrote: On Tuesday, 27 July 2010 at  3:20, Guangcong Luo wrote: 2. Starting a game in T2 or T3 mode doesn't work - the game just starts in T1 mode. r11305 breaks loading maps in T1. To be fair, it only breaks loading maps in T1

Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?

2010-07-27 Thread Guangcong Luo
On Tue, Jul 27, 2010 at 3:23 PM, Stephen Swaney sswa...@centurytel.net wrote: Just one more example of why programmers are the worst people to test their own code. Erm, well, that's true, but what's your point? -Zarel ___ Warzone-dev mailing list

Re: [warzone2100-dev] 2.3.2a (or whatever) timeout period for sockets

2010-07-27 Thread Guangcong Luo
On Tue, Jul 27, 2010 at 10:41 PM, buginator buginato...@gmail.com wrote: Currently, we wait 2500ms for some sockets, and wait forever for other sockets (which you may have noticed when the game froze on you), so the question is, for reading the sockets, do we wait 2500ms as well, or make it

Re: [warzone2100-dev] 2.3.2a (or whatever) timeout period for sockets

2010-07-27 Thread Guangcong Luo
On Tue, Jul 27, 2010 at 10:46 PM, buginator buginato...@gmail.com wrote: Not for 2.3.x That would require tons more work / testing. Okay, then. 2.5 seconds seems fine. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [warzone2100-dev] Renaming sequences.wz

2010-07-24 Thread Guangcong Luo
On Sat, Jul 24, 2010 at 8:43 AM, Freddie Witherden fred...@witherden.org wrote: On 24 Jul 2010, at 11:16, Kreuvf wrote: What does the sd stand for? Standard definition/distribution would be my guess.  I presume lq is low quality. Yes, that's correct. I'm open to other names for the video

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11231] branches/2.3

2010-07-23 Thread Guangcong Luo
On Fri, Jul 23, 2010 at 2:11 PM, buginator buginato...@gmail.com wrote: The way you did it here is with magic numbers, that can't possibly work with whatever font the user picks... Nope, it'll only look right with the default font. But whatever font Warzone looks best with should be the default

Re: [warzone2100-dev] 2.3.2 release this weekend ?

2010-07-23 Thread Guangcong Luo
On Fri, Jul 23, 2010 at 2:06 PM, buginator buginato...@gmail.com wrote: I still don't see the reason for this.  If it is a script, then it can rename whatever version the person wants just like we do for windows installer. The main reason is that different filenames makes it easier to tell

[warzone2100-dev] Renaming sequences.wz

2010-07-23 Thread Guangcong Luo
Hey, guys. We (dak180 and I) have been thinking about it for a while. We think sequences.wz should be renamed to videos-sd.wz and videos-lq.wz. The main reason for this change is that we need something other than filesize to tell video quality. There are a few primary advantages to doing this:

Re: [warzone2100-dev] 2.3.2 release this weekend ?

2010-07-22 Thread Guangcong Luo
On Thu, Jul 22, 2010 at 2:23 PM, buginator buginato...@gmail.com wrote: Using SF trac, I have come up with these changes so far, I think we should try for a 2.3.2 release this weekend. Objections ? Before 2.3.2 is released, I'd like to get the Mac download from ~600 MB back down to 50 MB, by

[warzone2100-dev] Replacing the power flow system

2010-07-04 Thread Guangcong Luo
Hello again, ML! When gerard_ quietly committed his overhaul to the power system, I saw several flaws with it. At the time, though, I was busy with other work, so I just mentioned I disagreed with the system and that I would work on a replacement proposal. Around half a year later, gerard_

[warzone2100-dev] Breaking netcode compatibility?

2010-07-04 Thread Guangcong Luo
Hey, guys. In here: http://developer.wz2100.net/ticket/1936 Buggy committed this: (In [11065]) Fix endian issues, byte packet counts for the logging. Info / modifications by Safety0ff I This commit incremented the netcode version for 2.3-branch. From conversations with Safety0ff, it appears

Re: [warzone2100-dev] astar.c -- astar.cpp

2010-07-03 Thread Guangcong Luo
On Sat, Jul 3, 2010 at 8:13 AM, Christian Ohm chr@gmx.net wrote: If the old file compiles as C++, it would be. And yes, I'd prefer separated commits as well if they compile and run. It shouldn't matter if it's a separate commit, afaik, the important part is to svn move instead of svn

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11022] branches/qt

2010-06-23 Thread Guangcong Luo
On Wed, Jun 23, 2010 at 2:10 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: 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? It's not clear from the commit

[warzone2100-dev] Rename .img files to .csv?

2010-04-26 Thread Guangcong Luo
Currently, we have two text files in data/base/images/, intfac.img and frontend.img, which have the .img extension. Unfortunately, .img means Disk Image in Mac OS X, and means disk image, bitmap graphic, etc in several other obscure programs. This makes it rather difficult to open in a text

Re: [warzone2100-dev] Debian and warzone2100 2.3.0 issues (Dydo-AI etc)

2010-04-25 Thread Guangcong Luo
On Sun, Apr 25, 2010 at 9:20 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: 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

[warzone2100-dev] URGENT - site down

2010-04-23 Thread Guangcong Luo
Hey, Kamaze. The site is down... There's an invisible site.wsgi/ directory that refuses to acknowledge its existence in FTP. If I had SSH access, I'd probably be able to do something about it, but I can't do anything right now. :/ -Zarel ___

Re: [warzone2100-dev] Disable mutli-turrets (again) for 2.3.0 ?

2010-04-23 Thread Guangcong Luo
On Fri, Apr 23, 2010 at 7:21 PM, buginator buginato...@gmail.com wrote: Since we still have issues with multi-turrets, that have never been fixed, I think we should disable them once again for 2.3.0. Main issues, it still can look like crap, and the range issue for the turrets, and I am sure

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10689] trunk/macosx/Resources

2010-04-23 Thread Guangcong Luo
On Fri, Apr 23, 2010 at 7:16 PM, buginator buginato...@gmail.com wrote: On 4/23/10, dak...@users.sourceforge.net wrote: Revision: 10689           http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10689view=rev  Author:   dak180  Date:     2010-04-23 04:12:19 + (Fri, 23 Apr 2010)

Re: [warzone2100-dev] Proposed patches for tags/2.3.0

2010-04-22 Thread Guangcong Luo
On Thu, Apr 22, 2010 at 10:25 PM, buginator buginato...@gmail.com wrote: I more or less agree, however, I also have that nagging feeling back in my head saying we shouldn't put anything else besides bug fixes at this late stage.  I know I was for it when we first talked, but thinking about it

Re: [warzone2100-dev] getting user art in the game

2010-04-20 Thread Guangcong Luo
On Tue, Apr 20, 2010 at 6:00 PM, buginator buginato...@gmail.com wrote: While they don't have anything to do with the game anymore, I see it as more of a token gesture of thanks for getting the source out in the first place. As I've mentioned several times, there are ways of gesturing thanks

Re: [warzone2100-dev] 2.3 code freeze until 2.3.0 branch, 2.3.0 release target date 4/24/10

2010-04-17 Thread Guangcong Luo
On Sat, Apr 17, 2010 at 2:45 PM, buginator buginato...@gmail.com wrote: Let's try this again, 2.3 is in a code freeze, and ONLY show stopping bugs will be fixed. It was suggested that we branch 2.3.0 from svn head, once we know the status of the Dydo changes. Yeah, that was my idea. If it's

Re: [warzone2100-dev] Getting the word out about 2.3.0 ?

2010-04-17 Thread Guangcong Luo
On Sat, Apr 17, 2010 at 7:24 PM, buginator buginato...@gmail.com wrote: So far, the list is: ... Did I miss any? Yeah; let's announce to Slashdot. ;) Anything else? We should have a summary changelog with a list of what's new; preferably with corresponding pictures. -Zarel

Re: [warzone2100-dev] version strings

2010-04-14 Thread Guangcong Luo
On Wed, Apr 14, 2010 at 8:23 PM, buginator buginato...@gmail.com wrote: (1)If we still want to go with what is currently done, then it is possible to use a delimiter to strip off the ,mod: blah blah part, and in this case, the delimiter would be ,. (2)If we go the other way, then when we

Re: [warzone2100-dev] Warzone's direction for 2.3 series

2010-04-13 Thread Guangcong Luo
On Mon, Apr 12, 2010 at 9:13 PM, buginator buginato...@gmail.com wrote: Reading some tickets suggest that it makes things worse, like from this one. http://developer.wz2100.net/ticket/1360, Erm, that ticket refers to a commit that was already reverted. besides the reports on the forums. I

Re: [warzone2100-dev] Warzone's direction for 2.3 series

2010-04-12 Thread Guangcong Luo
On Mon, Apr 12, 2010 at 8:21 PM, buginator buginato...@gmail.com wrote: This hasn't been reverted yet any reason why not? If you don't have time, then specify which revisions need to be reverted, and I can do it. Because it's unclear whether or not it's actually caused any sync problems -

Re: [warzone2100-dev] Project status after 2.3 release

2010-04-11 Thread Guangcong Luo
On Sun, Apr 11, 2010 at 1:36 PM, buginator buginato...@gmail.com wrote: On the release of 2.3, I recommend we have a transition period for the lobby server that will tell 2.2.x clients to upgrade to 2.3 ASAP, then after 2-3 weeks or so, we just echo the message of 'Update to 2.3' and close the

Re: [warzone2100-dev] Ticket #1746

2010-04-08 Thread Guangcong Luo
On Thu, Apr 8, 2010 at 8:03 AM, Christian Ohm chr@gmx.net wrote: But it still breaks loading new saves in older versions? Couldn't we add a new file for additional info, so the basic savegame can still be loaded in older versions? Keeping the campaign working seems difficult enough without

Re: [warzone2100-dev] Ticket #1746

2010-04-07 Thread Guangcong Luo
On Wed, Apr 7, 2010 at 11:46 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: I do not like how this kind of heated rhetoric appears again and again every time we try to say no to a change you want pushed into a release immediately. Okay, I'll try to be calmer, but you can't just ignore my

[warzone2100-dev] Branching 2.3.1

2010-04-07 Thread Guangcong Luo
Hey, guys. There's been a lot of drama surrounding what should and shouldn't be committed to 2.3-branch. The things we are postponing to 2.3.1 are things that deserve testing, and I believe the sooner we get them tested, the better. I think there's a simple solution we should consider: I propose

Re: [warzone2100-dev] Ticket #1746

2010-04-07 Thread Guangcong Luo
On Wed, Apr 7, 2010 at 6:22 PM, Christian Ohm chr@gmx.net wrote: In this case... Well, looking at the patch, you increase the savegame version. Does that break campaign saves (I'd guess it would, if it works for campaign mods)? If yes, do we really want that break between 2.3.0 and 2.3.1?

Re: [warzone2100-dev] Qt branch merge?

2010-04-05 Thread Guangcong Luo
On Sat, Apr 3, 2010 at 5:47 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: We need to merge some of the large trees into trunk soon. I have a number of things waiting for a merger of the Qt branch, and I am holding off any larger changes to scripting waiting for the lua branch. I am also

Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread Guangcong Luo
On Mon, Apr 5, 2010 at 3:15 AM, Kreuvf kre...@warzone2100.de wrote: We are not a software company. And we do not produce commercial games, so please  don't compare us with them all the time. Okay, software company was the wrong word. I meant out of any software project, commercial or free,

Re: [warzone2100-dev] Warzone's direction for 2.2.4

2010-04-05 Thread Guangcong Luo
On Mon, Apr 5, 2010 at 5:33 AM, Kreuvf kre...@warzone2100.de wrote: Support in the sense of helping when there are problems with the latest stable is mainly done in the forums, I cannot say anything about it, but based on my experiences elsewhere I think that most support is user-to-user

Re: [warzone2100-dev] Warzone's direction for 2.3 series

2010-04-04 Thread Guangcong Luo
Looks like the ML is back up. On Sat, Apr 3, 2010 at 2:27 PM, buginator buginato...@gmail.com wrote: Before I left, I was told there was going to be some balance changes, and I haven't seen any for the beta 12 release, besides the penetration fix for the cannons.  Is this still going to

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10216] trunk/lib/netplay/netplay.c

2010-03-10 Thread Guangcong Luo
On Wed, Mar 10, 2010 at 2:41 PM, Per Inge Mathisen per.mathi...@gmail.com wrote: On Wed, Mar 10, 2010 at 9:32 PM,  c...@users.sourceforge.net wrote: Only let host set player position/colour While I see the technical issue behind this, the solution is not really satisfactory. Players cannot

Re: [warzone2100-dev] Template mod compatibility

2010-03-07 Thread Guangcong Luo
On Sun, Mar 7, 2010 at 2:09 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: What's with the screaming all caps? It's for emphasis. I'd normally use italics/bold, but, y'know, ASCII medium. Since the above documentation was written at the same time as the faulty code I was fixing, I could

Re: [warzone2100-dev] Merging shaders into trunk

2010-03-06 Thread Guangcong Luo
On Sat, Mar 6, 2010 at 1:40 PM, buginator buginato...@gmail.com wrote: In case people haven't noticed, in this ticket, http://developer.wz2100.net/ticket/851 i-NoD thinks it is ready for the shaders branch to die off, and merge it into trunk. Would it drop support for anything we currently

[warzone2100-dev] Template mod compatibility

2010-03-06 Thread Guangcong Luo
Hey, everyone! Per recently committed a template overhaul to trunk. It was very nice, and improved template loading significantly (though I think it may the cause of the new borg template bugs), but there's one thing I want to address: The changed `template.txt` format for mods. Previously, the

Re: [warzone2100-dev] Multiplayer maps in base.wz

2010-02-28 Thread Guangcong Luo
On Sun, Feb 28, 2010 at 4:21 AM, Kreuvf kre...@warzone2100.de wrote: base.wz contains all the MP maps, although we have an mp.wz. Why aren't the maps in the mp.wz? I think it was devurandom who wanted as much MP stuff in base.wz as possible, leaving mp.wz with only things that could not fit

Re: [warzone2100-dev] 2.3 RC1a postponed. Beta 11 delayed / canceled...

2010-02-22 Thread Guangcong Luo
On Sun, Feb 21, 2010 at 8:26 PM, buginator buginato...@gmail.com wrote: Those last minute patches that we thought would be good, turned out to be not so good. This statement seems to imply that it was the last-minute patches that were what caused the problems, when, as far as I can tell from

Re: [warzone2100-dev] Displaying time / level name on release builds?

2010-02-18 Thread Guangcong Luo
On Thu, Feb 18, 2010 at 8:58 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: We should probably give them better names, then... Aren't they currently something really weird? Still, weird is better than nothing. Agreed, but why not improve it? -Zarel

Re: [warzone2100-dev] Another release is planned on Feb 21st

2010-02-17 Thread Guangcong Luo
On Wed, Feb 17, 2010 at 6:18 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: http://developer.wz2100.net/ticket/702 Rearm pads. Not necessary. Not being able to see your rearm pad is a pretty big issue... weren't you the one who set that one's priority to blocker? My fix for #1268, as

Re: [warzone2100-dev] Another release is planned on Feb 21st

2010-02-17 Thread Guangcong Luo
On Wed, Feb 17, 2010 at 11:24 AM, Christian Ohm chr@gmx.net wrote: Can anyone think of anything else that needs to be looked at before we do a 2.3 RC 2 (?) release? But to get to the important questions, why not rc1.5? How's about RC 1a? -Zarel

Re: [warzone2100-dev] Another release is planned on Feb 21st

2010-02-17 Thread Guangcong Luo
On Wed, Feb 17, 2010 at 5:21 PM, buginator buginato...@gmail.com wrote: http://developer.wz2100.net/ticket/702 (rearm pad problems) This only happens on 'ramps' right? It happens on everything except perfectly flat terrain, and perfectly flat terrain is rare in Warzone's bundled maps. All the

Re: [warzone2100-dev] Displaying time / level name on release builds?

2010-02-17 Thread Guangcong Luo
On Wed, Feb 17, 2010 at 11:40 PM, buginator buginato...@gmail.com wrote: You know how in debug builds, we show the level name and time? I want to turn this on for release builds as well, so people can be much more specific on what level they really are on, (especially for mac people, since

Re: [warzone2100-dev] PC controllers

2010-02-16 Thread Guangcong Luo
On Mon, Feb 15, 2010 at 10:11 AM, mike varner mike3d2...@live.com wrote: is it possible to make warzone 2100 use a dual action PC controller for the games i been trying to fine the keys for but it not there Hello, Mike. warzone-dev is a mailing list for the discussion of Warzone 2100

Re: [warzone2100-dev] Another release is planned on Feb 21st

2010-02-16 Thread Guangcong Luo
On Tue, Feb 16, 2010 at 11:30 PM, buginator buginato...@gmail.com wrote: Can anyone think of anything else that needs to be looked at before we do a 2.3 RC 2 (?) release? #702 should probably be fixed before an RC release. My fix for #1268, as well. And #1039. And #1589. I have some

Re: [warzone2100-dev] Another release is planned on Feb 21st

2010-02-16 Thread Guangcong Luo
On Wed, Feb 17, 2010 at 12:09 AM, Guangcong Luo za...@wz2100.net wrote: On Tue, Feb 16, 2010 at 11:30 PM, buginator buginato...@gmail.com wrote: Can anyone think of anything else that needs to be looked at before we do a 2.3 RC 2 (?) release? Oh, and, #1133 has a savegame now - we should try

Re: [warzone2100-dev] Proposed Beta 10 release date

2010-02-05 Thread Guangcong Luo
On Tue, Feb 2, 2010 at 6:09 PM, buginator buginato...@gmail.com wrote: I was thinking this weekend (2/6/10) will be a good time to release Beta 10. I'm a bit worried that we have like 5 blocker tickets this late in the beta cycle... -Zarel ___

Re: [warzone2100-dev] Rework directories for mods

2010-02-05 Thread Guangcong Luo
On Fri, Feb 5, 2010 at 7:27 PM, buginator buginato...@gmail.com wrote: We should make a 'mods' directory in the config directory, and deal will all mods there. I'm fine with that. Before the release of Beta 10, I really think we should add mods, mods/campaign, mods/mp and (with some

Re: [warzone2100-dev] Rework directories for mods

2010-02-05 Thread Guangcong Luo
On Fri, Feb 5, 2010 at 8:44 PM, buginator buginato...@gmail.com wrote: Hmm. I am not really fond of going by the name of the file to determine what it is, but that may be just me. I rather have a file inside the mod that we can parse, and it would have the Author's name, contact info,

Re: [warzone2100-dev] Want to commit gates to trunk

2010-02-04 Thread Guangcong Luo
On Thu, Feb 4, 2010 at 9:47 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: I would like to commit my support code for gates to trunk, so that artists can start working on models, and others can give feedback on behaviour. I only intend to commit the source changes, which are quite

Re: [warzone2100-dev] Usage of Unicode MINUS SIGN (U+2212)

2010-02-03 Thread Guangcong Luo
On Wed, Feb 3, 2010 at 2:48 PM, Dennis Schridde devuran...@gmx.net wrote: Utf-8 is cstring compatible. Thus SDL shouldnt cause issues. C-string compatibility doesn't necessary imply that they'll be rendered correctly, just that they won't cause buffer problems. ;) -Zarel

[warzone2100-dev] TCMask patch

2010-02-03 Thread Guangcong Luo
5 months ago, i-NoD wrote a patch to make teamcolors easier to implement. http://developer.wz2100.net/ticket/851 Then he disappeared before it was committed. I was wondering if anyone's tested this patch. It it's stable and finished, we may wish to commit it to trunk immediately, so that

Re: [warzone2100-dev] Revision: 9250, Revision: 9257

2010-02-02 Thread Guangcong Luo
On Tue, Feb 2, 2010 at 4:05 PM, buginator buginato...@gmail.com wrote: Just what is the 'time travel' bug? Some bug somewhere was causing frameTime = (currentTime - previousTime) to be negative, and since frameTime is unsigned, that caused the game to go _really_ fast (but not impossibly fast,

Re: [warzone2100-dev] Revision: 9459/9460 disabling -Werror?

2010-02-02 Thread Guangcong Luo
On Tue, Feb 2, 2010 at 4:05 PM, buginator buginato...@gmail.com wrote: AFAIK, there is a very good reason to keep -Werror  *ON*, and that is, we will see less commits that will break linux builds. I advise to revert this and change it back to erroring out to prevent bad commits. I would be

Re: [warzone2100-dev] Revision: 9544

2010-02-02 Thread Guangcong Luo
On Tue, Feb 2, 2010 at 4:05 PM, buginator buginato...@gmail.com wrote: Revision: 9544 Author: cypr Date: 9:55:50 AM, Thursday, January 28, 2010 Message: visibility: Make object-object visibility less weird and less inefficient. What is your definition of 'weird' ? Moiré patterns.

Re: [warzone2100-dev] Don't commit 'devpkg' files to svn

2010-02-02 Thread Guangcong Luo
On Tue, Feb 2, 2010 at 4:05 PM, buginator buginato...@gmail.com wrote: This is very annoying, all dev packages should belong where we have all the rest of the dev packages.  Namely, here: http://download.gna.org/warzone/development/devpkg/ I would prefer if we moved everything off gna.org, but

Re: [warzone2100-dev] Proposed Beta 10 release date

2010-02-02 Thread Guangcong Luo
On Tue, Feb 2, 2010 at 6:09 PM, buginator buginato...@gmail.com wrote: I was thinking this weekend (2/6/10) will be a good time to release Beta 10. aVotes[VOTE_YES]++; -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [warzone2100-dev] VCS / DCS changes?

2010-01-30 Thread Guangcong Luo
On Sat, Jan 30, 2010 at 4:10 AM, C yp cyp...@gmail.com wrote: On Sat, Jan 30, 2010 at 4:39 AM, buginator ... wrote: ... My opinion: Set up the git repository, try to find some windows developers to make some test commits/pushes/pulls, then officially switch to git. Teehee... Buginator is a

Re: [warzone2100-dev] Mod List Patch

2010-01-30 Thread Guangcong Luo
On Sat, Jan 30, 2010 at 7:02 AM, Stephen Swaney sswa...@centurytel.net wrote: I notice on the forums, there is a request for a command line switch to turn autoload off. I notice that such a command line switch would be unnecessary, if people didn't find autoload folders so useful. ;) I haven't

Re: [warzone2100-dev] Multi-turrets

2010-01-29 Thread Guangcong Luo
On Fri, Jan 29, 2010 at 7:36 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: I highly doubt that forum users are in any way statistically representative of ordinary users, nor in my experience are they good representatives of the interests of ordinary users. We should be really wary of

Re: [warzone2100-dev] Mod List Patch

2010-01-29 Thread Guangcong Luo
On Fri, Jan 29, 2010 at 9:14 PM, buginator buginato...@gmail.com wrote: Yeah, I know this is obviously too late now, and I don't see any replies here on the ML, but I assume that the replies about this patch was requested here and not the ticket? Here goes my (late) comments. Well, they were

Re: [warzone2100-dev] Beta 7

2010-01-08 Thread Guangcong Luo
On Fri, Jan 8, 2010 at 3:48 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: I wrote: I think we need a better way to inform the user of why he cannot join games (because there is an autoload mod in his folders) before this is committed. There was no response to this, nor any new patch that

Re: [warzone2100-dev] Beta 7

2010-01-08 Thread Guangcong Luo
On Fri, Jan 8, 2010 at 10:03 AM, Christian Ohm chr@gmx.net wrote: Which would be easier if the savegame format wouldn't be that easy to break. I've started the campaign several times, but didn't get any farther than a few missions before someone broke the savegames again, so had to start

Re: [warzone2100-dev] Beta 7

2010-01-07 Thread Guangcong Luo
On Thu, Jan 7, 2010 at 6:15 PM, Per Inge Mathisen per.mathi...@gmail.com wrote: Games apparently go out of sync really easy. That is not stable in my book. Games go out of sync slightly more easily than before. That's hardly quite unstable - you'll notice there's only been one bug report; no one

Re: [warzone2100-dev] Beta 7

2010-01-07 Thread Guangcong Luo
On Thu, Jan 7, 2010 at 6:27 PM, Stephen Swaney sswa...@centurytel.net wrote: The whole point of consecutive beta releases is to squeeze out the last remaining bugs in preparation for an actual released version. Every time you add a new feature, you create the possibility of new bugs. (see the

Re: [warzone2100-dev] [Warzone 2100 Trac] #1360: 2.3 beta 6 network code is worse than beta 4

2010-01-06 Thread Guangcong Luo
On Wed, Jan 6, 2010 at 2:48 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: I must say that am a little annoyed that this fix was committed to trunk without review and without discussion, and then backported to a release branch without discussion, even though it clearly had the potential

Re: [warzone2100-dev] Splitting out original campaign

2010-01-06 Thread Guangcong Luo
On Mon, Jan 4, 2010 at 4:33 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: Campaign always being a low priority item on everyone's agenda, throwing a near total rewrite of that code up in the air as an idea gives us very little. In fact, it would be much easier to rewrite it if we can

Re: [warzone2100-dev] Splitting out original campaign

2010-01-04 Thread Guangcong Luo
On Sun, Jan 3, 2010 at 3:34 PM, Per Inge Mathisen per.mathi...@gmail.com wrote: Most of the patches that benefit campaign are small and easily backported (terrain renderer notably excepted - but I'm not sure it should be backported). As the branches diverge, they won't be so easily backported.

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[8977] trunk/src

2010-01-04 Thread Guangcong Luo
On Mon, Jan 4, 2010 at 6:56 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: On Mon, Jan 4, 2010 at 1:16 PM,  zare...@users.sourceforge.net wrote: Make it easier to use cheat codes in single-player mode. You need to document this somewhere. A good start would be to describe the change in

Re: [warzone2100-dev] Splitting out original campaign

2010-01-03 Thread Guangcong Luo
On Sun, Jan 3, 2010 at 8:55 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: So here is my suggestion: We pick one branch as the final campaign release tree, and at some point branch it to become an original campaign only branch, removing anything other than campaign from it (ie no

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[8863] branches/2.3/src

2009-12-30 Thread Guangcong Luo
On Wed, Dec 30, 2009 at 6:20 AM, Per Inge Mathisen per.mathi...@gmail.com wrote: On Wed, Dec 30, 2009 at 6:07 AM,  zare...@users.sourceforge.net wrote: 2.3: Make VTOLs finish patrolling/scouting before returning to rearm. Perhaps try to compile your commits before you do them? I use Mac OS X

Re: [warzone2100-dev] [Warzone 2100 Trac] #1281: wide spectrum turret vehicle

2009-12-28 Thread Guangcong Luo
On Mon, Dec 28, 2009 at 7:16 PM, kim metcalfe kg.metca...@gmail.com wrote: do not target the item - target behind or to the side ( just so NO targetting is done ) - that way - there will be no bombardment.  this has been in the game since it was first played. Did you see the no-reply? Don't

[warzone2100-dev] Forums down.

2009-12-16 Thread Guangcong Luo
Forums are down. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev