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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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
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
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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
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
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
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:
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
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_
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
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
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
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
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
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
___
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
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)
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
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
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
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
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
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
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 -
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
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
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
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
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?
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
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,
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
___
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
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,
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
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
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
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,
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
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.
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
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
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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
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
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
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
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
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
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
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
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
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
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.
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
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
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
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
Forums are down.
-Zarel
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