Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 845d42: Add a 'Need more resources' indicator in the power...

2012-02-19 Thread Per Inge Mathisen
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 001ef35faf1.

I've fixed up the lint tool, and will be adding code to detect such
errors in it.

 The codebase is still firing off events and if it isn't in the script
 then it should be yelling that it can't find it, otherwise you open up
 a can of worms, making pretty much all bug reports much, much harder
 to see if the problem is in the codebase, or if it just happens to be
 a script that didn't implement said missing function.

What? Surely the bug reports will be harder to read when they are full
of meaningless warnings.

 If the script writer wants to ignore said missing function, then
 they can NOP the function in question.

This slows down processing of events *significantly*. And then I add a
new event, and all old scripts start to produce warnings.

Some scripts will then contain a few functions of real code, and
dozens of no-op functions. Ugly.

 We definitely should be warning/throwing out errors on all missing
 triggers or events.

Triggers, yes. Events, no.

 So far, the
 debuggability of javascript seems not much better than that of wzscript,
 maybe integrating a QScriptEngineDebugger would help there.

Feel free. I do not see the need, personally.

 if we still want to stick with JS

Not doing that is such a stupid idea at this point, I don't really
know how to respond.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 845d42: Add a 'Need more resources' indicator in the power...

2012-02-16 Thread Per Inge Mathisen
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 that line. If the script calls a function that doesn't
 exist, why would we ever not want to know about that?

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.

 So far, the
 debuggability of javascript seems not much better than that of wzscript,
 maybe integrating a QScriptEngineDebugger would help there.

When wzscript triggered a crash or assertion, you would not know from
which line or even file the error came from. Now you get a nice
backtrace. That is the difference between being able to debug and not.

 -  Per

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Re: [warzone2100-dev] -dev eats mails

2012-01-24 Thread Per Inge Mathisen
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 gna list,
 where we hope that'll not start eating things? A google group? A sf list
 (mirrored to a google group for usable archive)?

My vote goes to a google groups list.

Same amount of external spam that sf.net has, from my experience. But
without the in-email spam that sf.net generates itself, which is the
spam that I find the most annoying, because there is no easy way to
filter it, and takes the most amount of cognitive filtering to not
read (IMHO).

  - Per

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[warzone2100-dev] Unused techs

2011-12-26 Thread Per Inge Mathisen
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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Re: [warzone2100-dev] Building both the Qt and SDL version

2011-12-26 Thread Per Inge Mathisen
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 available). That results in
 src/warzone2100qt and src/warzone2100sdl, and possibly leaves an old
 src/warzone2100 around to confuse people. Do we want to make one of the
 new ones take over that name? Probably needs menu entries for both
 versions as well.

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 4a227a: Add a map preview tool, fix various things in tool...

2011-07-27 Thread Per Inge Mathisen
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 here:

[per@localhost map]$ make
Scanning dependencies of target map2lnd
[  7%] Building CXX object CMakeFiles/map2lnd.dir/map2lnd.cpp.o
In file included from /work/warzone-git/tools/map/map2lnd.cpp:9:
/work/warzone-git/tools/map/maplib.h:7:20: error: config.h: No such
file or directory
In file included from
/work/warzone-git/tools/map/../../lib/framework/types.h:75,
 from /work/warzone-git/tools/map/maplib.h:8,
 from /work/warzone-git/tools/map/map2lnd.cpp:9:
/usr/include/stdint.h:41: error: conflicting declaration ‘typedef long
int int64_t’
/work/warzone-git/tools/map/../../lib/framework/types.h:42: error:
‘int64_t’ has a previous declaration as ‘typedef long long int
int64_t’
/usr/include/stdint.h:56: error: conflicting declaration ‘typedef long
unsigned int uint64_t’
/work/warzone-git/tools/map/../../lib/framework/types.h:38: error:
‘uint64_t’ has a previous declaration as ‘typedef long long unsigned
int uint64_t’
make[2]: *** [CMakeFiles/map2lnd.dir/map2lnd.cpp.o] Error 1
make[1]: *** [CMakeFiles/map2lnd.dir/all] Error 2
make: *** [all] Error 2

  - Per

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[warzone2100-dev] Reorganization of maps

2011-07-11 Thread Per Inge Mathisen
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 name.gam file and the map's addon.lev entry.
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
3) On game binary startup, the maps/ directory is iterated for .zip
files that do not have a corresponding .ini file. Each of them are
mounted, and the .ini file is extracted. This way we have a complete
.ini coverage of all maps.
4) In pregame, only the .ini files are consulted for GUI purposes. The
maps are never mounted before one is selected (for preview).
5) The map is mounted on data root. Internally to the zip, map data is
stored in maps/map name/ and other files may override to allow mods.
6) For savegames, a master .ini file maps the save names to the
directories of each savegame. The directory structure is numbered. We
do not want user-entered data as directory names (either security and
bug risk, OR failure to i18n).
7) I also intend to store autogame saves between levels in a similar
fashion, but one for each level, and without asking for user
description of save. This to allow replay of any level.

A conversion tool on the web is provided to convert user maps. My
tools/map/mapconv tool will convert included maps.

Comments?

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 793c30: Merge branch 'bsonlobby' into master

2011-07-09 Thread Per Inge Mathisen
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 changes
 anything either.

That is unfortunate. It is a gray area, and not everyone agree with
the FSF's interpretation of the situation (most notably, Apache).
Could we ask upstream for a more clear cut license?

 - Per

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[warzone2100-dev] Test post

2011-07-01 Thread Per Inge Mathisen
Ignore me. - Per

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[warzone2100-dev] Campaign resource loading

2011-05-08 Thread Per Inge Mathisen
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 menu items, loaded from directory
tutorials, one ini file describing each.
(This is btw how challenges are implemented.)

Old (current) campaign is loaded using resource files as now.

The ini files contain:

[General]
name = Basic Tutorial
Difficulty = Easy
Map = data/base/wrf/tutorial/newtut.gam
Script = script/tutorial/tutorial.js
Data = data/base/wrf/tutorial/newtut.wrf

(using a wrf for Data or now -- but this should be changed to
something else later)

Everything else, including level transitions, is handled through
scripts. When one script and level is done, it calls a level change
function that specifies what level to load and how.

The function can be almost like in wzscript: startMission(int type,
string level); the type is passed into the game loading code, and
level is the .gam file from which the data is to be loaded.

That leaves data changes. This too can be handled through scripts. A
new function loadData(string type, string name) can specify a data
resource to load, using the resource system (but bypassing the WRF
stuff). Example: loadData(SMSG, multiplay.txt); (In fact, this is
example is taken from actual code now in master, used for the new AI
loading.)

Opinions?

 - Per

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Re: [warzone2100-dev] Campaign resource loading

2011-05-08 Thread Per Inge Mathisen
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 that'd
 be not that much of a problem, not sure if that'd work on master tough.

Automatically stripping might be a problem. I can make a convenience
function to strip it from individual fields, though.

 - Per

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Re: [warzone2100-dev] Using Qt for a front end for Warzone ?

2011-05-03 Thread Per Inge Mathisen
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 GUI
later.

No need for a separate executable. It is already separated quite well
(to the extent that anything is) in the Warzone source.

 - Per

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Re: [warzone2100-dev] 2.3.8 and Milestones

2011-04-30 Thread Per Inge Mathisen
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

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Re: [warzone2100-dev] Plan proposal

2011-04-26 Thread Per Inge Mathisen
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.

I still remember lua branch, qt branch, netsync branch, and terrain
branch that festered like bad wounds while we struggled with lack of
testing and little idea what to do with them until they were merged
more or less untested (less true for netsync than the others, but it
still had a long way to go after merging). I do not believe this is a
silver bullet.

  - Per

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Re: [warzone2100-dev] Plan proposal

2011-04-25 Thread Per Inge Mathisen
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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Re: [warzone2100-dev] demote Asserts to LOG_INFO

2011-04-24 Thread Per Inge Mathisen
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 console on all
 platforms.
 LOG_INFO is still on in both debug  release builds.
 The other option is LOG_WARNING, which is only enabled in debug builds.

 Objections ?

I thought an assert error was a serious error. At least  most serious
error nowadays are reported in the form of an assert(_or_return).

Maybe we should remove some asserts and / or fix some bugs instead?

  -  Per

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[warzone2100-dev] Plan proposal

2011-04-24 Thread Per Inge Mathisen
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 instead. That is, merge Qt branch into master and go full
steam ahead.

I now think this is the way to go.

This will have some consequences, like not being able to aim for a
stable release from master in a while, but if we are serious about the
map renderer needing a rewrite first anyway, that is what we would be
looking at at any rate.

So this is the plan I suggest then:

 * We merge Qt branch into master immediately.
 * First order of priority is to convert over to a new savegame and
map format. I am working on this, but I need help, especially with
review, evaluation and testing.
 * We need a way for users to convert old maps to the new format. I
will write a command-line app to do it, and Fastdeath has offered to
set up a php service for it, using that app.
 * Once a new map format is ready, we can start experimenting with a
new map renderer. Of course, these things go together, so I assume
that the new map format will have a few revisions before it is
stabilized.
 * The new map renderer should use shaders, but not require as much
hardware as the current. Consider this statement ironical? Only if you
have made a habit out of thinking that poor drivers mean weak
hardware. But lots of recent weak/cheap hardware now have quite decent
OpenGL ES 2 drivers. The new map renderer needs to be fast,
maintainable, and extensible.
 * Meanwhile, we also need to get rid of the old scripting system, and
I am on the way there with the QtScript port. I am hoping that I can
concentrate on this, while someone else have a go at the map renderer.
This task does not need to be finished before stable release, but the
new script API should be stable by then.
 * QtGame (support for resolution changing) needs to be finished.
 * Finally, we should be looking at utilizing Qt for making a new GUI,
like we were thinking with betawidget. This task also does not need to
be finished before stable release.

Other items that would be nice to have before a stable release:
 * Login support for the game and masterserver.
 * Observers.
 * Replay.
 * Support for adding additional campaigns (in menu, as mod without
screwing up original campaign).

Ok, comments.

  - Per

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Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Per Inge Mathisen
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:
 http://www.qtcentre.org/wiki/index.php?title=Accelerate_your_Widgets_with_OpenGL
 ).

Maybe. The way I see it, we have 3 choices for Qt with GUI:
1) Subclass existing Qt widgets in some way (perhaps as suggested above)
2) Use our own GUI classes, using Qt graphics as basis; eg betawidget
3) Use Qt Quick

I know very little about Qt Quick, but it seems worth exploring
further before a decision is made.

  - Per

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Re: [warzone2100-dev] Plan proposal

2011-04-24 Thread Per Inge Mathisen
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 what we want
to do and how much time people have, anyways.

 Shouldn't that just read renderer? I think our speed problem is still mostly
 model rendering.

I am not so sure anymore, the problems people are reporting with
scrolling quickly sound like they are terrain-related.

 You said that scripts don't need to be deterministic because they can just run
 locally and send the results to other players. So a new way to cheat is to 
 just
 run a custom script?

Yes, but they only run on host. I've been thinking that what we can do
in the future is to create a dedicated server service on wzhost, which
runs the scripts and checks for cheating. But that is a bit off into
the future yet.

 I've had this idea of having a git repository for each savegame, with a save
 committed every game tick. That could allow to replay, rewind and bisect 
 games.
 (Maybe every tick is too much, even with a background thread though.)

The problem with saving is that it is a stop-the-world event, which
cannot easily be run in the background, and definitely takes more time
than the current savegame approach can handle. However, if you somehow
only save the parts that change between ticks, and use a database, and
... something, maybe. But then why not just save user events, like in
Cyp_'s replay patch?

 And when we have e.g. libgit2 integrated anyway, we could use it as autoupdate
 mechanism. A new release gets committed to the repo, the game automatically
 pulls it. Can also be used to detect manipulated data files. Though we might
 have to use single files instead of zip archives for the data, I think git
 doesn't do binary changes well (bup might help though:
 https://github.com/apenwarr/bup).

That does sound like an interesting idea. I think the linux distros
would hate it, though. They don't like apps having their own update
mechanisms. But maybe if it was just for data (including scripts)?

 - Per

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Re: [warzone2100-dev] demote Asserts to LOG_INFO

2011-04-24 Thread Per Inge Mathisen
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?

Perhaps make a new LOG_CONSOLE that goes to console?

 - Per

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[warzone2100-dev] Partial merging of Qt branch

2011-04-16 Thread Per Inge Mathisen
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 mainloop, and could be merged into master without dropping
SDL/quesoglc for drawing. It also includes the use of QString.

It would mean dependency bloat, but it is not meant to be a permanent
solution. I think if we do this, we can aim for a 3.0 release based on
SDL/QuesoGlc and bits and pieces of Qt, with a new savegame format and
the beginnings of a new scripting system at the end of summer
holidays.

This would give us some more time to polish the Qt branch and for Qt
4.8 to get out the door and into distributions. I think the improved
OpenGL support in Qt 4.8 might help us quite a bit, and we might also
look into using Qt Quick for GUI widgets.

Opinions?

  - Per

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Re: [warzone2100-dev] Intent to merge, intent to destroy

2011-04-01 Thread Per Inge Mathisen
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 us. Personally I think we should support it for a little
while, but eventually nobody sane would want to keep using wzscript.

 Are we going to offer some kind of conversion utility ?

I'm not going there.

 As for code review, we need more hours in the day. :(

I heard Cyp is working on a way to fix that.

 - Per

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Re: [warzone2100-dev] Intent to merge, intent to destroy

2011-03-31 Thread Per Inge Mathisen
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 work with Cyp's determinism work?
 Shouldn't it use our deterministic rng ?

Each script runs only on a single player and communicate only outputs
to other players, and therefore they do not need to be deterministic.

This removes the need to address so many potential issues that I do
not think this will or should ever change. (The Spring engine require
deterministic scripts, and they ran into some nasty issues with Lua
not being deterministic in all corner cases. I could not find a single
scripting system that could promise determinism, and I have no idea if
QtScript is deterministic.)

 - Per

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[warzone2100-dev] Intent to merge, intent to destroy

2011-03-30 Thread Per Inge Mathisen
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 is inevitable that I have overlooked obvious things
that ought to have been documented or explained better. Or have added
bugs alongside features. Or made really poor API choices. The latter
is perhaps the least worrisome. If the merger is approved and
completed, I will start explaining and documenting the new javascript
API on the forums, and take suggestions for improvements, as it is
fleshed out.

I would like for someone to review the changes in the branch, if possible.

I would also like to merge it into the qt branch very soon. Any
objections to this should be voiced now.

Note that the API itself is far from feature complete. I only
implemented the parts that I needed for scripting the scavengers.
However, this meant implementing all the difficult parts -- objects,
groups, globals, timers, triggers and events. So what remains is
merely porting of the old scripts and adding the functions they
need. I do not think that a 1:1 porting of the old scripting functions
should be done -- it is better to see what is needed for the scripts,
and see if we can do them better. If you review the branch, note how
the new scavenger script is nearly half the size of the previous
script, while doing exactly the same thing. And I dare say it looks
better.

And if the above is approved, lua branch will no longer be needed. So
once qtscript is merged, I intend to remove the lua branch. Any
objections to this should also be voiced now.

 - Per

PS The new javascript scavenger script is attached as an example for
those too lazy to look in the qtscript branch.


scavfact.js
Description: JavaScript source
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Re: [warzone2100-dev] Savegame format changes

2011-03-18 Thread Per Inge Mathisen
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 go that route or not.

Status - needs more work, but work-in-progress patch and partial
conversion tools already exist. Support for droids, buildings,
effects, etc. is still lacking. I think the way it saves map data is
near optimal in regards to size, and is very flexible for the future.
Saving everything else as .ini is certainly something I'm willing to
discuss in light of better alternatives.

 Another possible idea, is stuffing everything into a sql database, and
 handle savegames that way (one database file per savegame)

Even map data? Ugh. For everything else - why not.

 sidenote: the tagfile stuff should be nuked as well.

The sooner the better. However, it is currently used to same some stuff.

 The changes by abomination were a bit overzealous, since in
 a72c41aeec0136c86007739a97ccc9ed508c0283,
 BOOL was a sizeof(int), and now it is a sizeof(byte), and that is
 fubaring the savegame structures that in the past were of sizeof(int)
 (4 bytes), and now are sizeof(bool) (1 byte)...
 Do we care about breaking SP savegames ?

I've been breaking them in the past for master, so... I guess not.

  - Per

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Re: [warzone2100-dev] How long will we officially maintain Windows 2000 compatibility?

2011-03-12 Thread Per Inge Mathisen
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 the case of windows xp i
think i'd make an exception, since so many people refuse to upgrade
(for various good reasons)
Safety0ff from wikipedia: Unsupported as of 13 July 2010
Safety0ff (for 2000)
Safety0ff XP is still supported, so what you would have said still applies

  - Per

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Re: [warzone2100-dev] Cross compiling qt branch

2011-03-05 Thread Per Inge Mathisen
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

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Re: [warzone2100-dev] codebase early spring cleaning ?

2011-01-30 Thread Per Inge Mathisen
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 cleanly and will have
to be rewritten from scratch, though. Right now, I think the only
huge things that are not merged is the lua branch and the qt branch.
We can presumably run the same operations on these branches as we do
to master, though.

I have an ECM jammer patch that touches a few files (visibility, map,
display3d, ivis).

What do other people have?

 BOOL -bool.

Ok. I guess we have to bite the apple, cucumber or whatever fruit that
goes into the saying and just do this.

 astyle

We can run this on files that nobody has patches against (probably
most files). Running it on everything would be very bad.

 headers need to be updated to 2011 :)

We can do that to files we touch anyway.

 - Per

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Re: [warzone2100-dev] Directory layout changes for future build system

2011-01-28 Thread Per Inge Mathisen
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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Re: [warzone2100-dev] Directory layout changes for future build system

2011-01-15 Thread Per Inge Mathisen
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 be written from
scratch. This is not cool.

Specifically, I do not see a good reason for this change. Compiling
parts of a codebase to a temporary library is quite normal practice,
and I like having the code available in a shallow structure.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 4af4b8: Use Vector2i in MOVE_CONTROL.

2011-01-08 Thread Per Inge Mathisen
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

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[warzone2100-dev] Terrain redesign

2010-12-31 Thread Per Inge Mathisen
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 loaded, then converted on
load using conversion tables in data/base/tileset into lookups into
the old terrain tile directories to find decals, and into texpage
directory to find the new terrain tiles. Most of the tiles in the old
terrain tile directories are now unused, but not removed, just taking
up space. Some of the old terrain tiles are converted into decals,
with alpha blending added to the tile, and these are chaotically
interspersed with the old, unmodified and unused tile files. Nor can
the old files merely be removed, since that would break the loader,
and if simply renumbered, would break the conversion tables. So there
is some work here.

What I suggest we do is simply make a clean break. I can modify the
mapconv utility I made to break up the game.map file into five, tiny
grayscale png files containing terrain map (value + some constant =
texture index), height map, rotation map, flip map and decal map. The
utility will do the job of breaking down the current map format using
conversion tables, so we can take those out of the game. Then I can
run the mapconv utility on all current maps and commit those. Perhaps
we can even run the utility over all maps in addons, to generate
master-compatible addons. Perhaps also make a Windows app out of
mapconv to help people convert. Once this is done, the current
hard-coded distinction between arizona, rockies and urban will be
gone, and their tiles and decals can be used interchangeably.

We should also add to the list of decals the delivery points and the
VTOL rearm pad. This will make them be drawn properly aligned with the
terrain (and remove one more case of the awful manual vertex
flattening that is preventing us from using VBOs).

If you have other opinions and information about the terrain renderer,
please add them in comment.

  - Per

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[warzone2100-dev] Need review of order/action change

2010-12-19 Thread Per Inge Mathisen
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

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] 71d5f8: Remove all traces of the utterly useless apsOilLis...

2010-12-15 Thread Per Inge Mathisen
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 ≠ REF_RESOURCE_EXTRACTOR.

While it was never used, I did have plans for it. I'd appreciate a
heads up before stuff I only recently added is nuked.

 - Per

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Re: [warzone2100-dev] [Warzone2100-commits] [Warzone2100/warzone2100] cc0756: Use the stats to determine struct height and clea...

2010-11-30 Thread Per Inge Mathisen
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: safety0ff safety...@users.sourceforge.net
 Date:   2010-11-28 (Sun, 28 Nov 2010)

 Changed paths:
  M src/projectile.c

 Log Message:
 ---
 Use the stats  to determine struct height and clean up establishTargetHeight 
 function.
 This should improve shooting over structures in 3.0.

 Refs #2331.

Can you say a little bit more about why you think this is a good solution?

To me, this looks like a huge hack. Stats height values  1 have never
been used before, AFAICT, so they might be random for all I know.
Instinctively I would think that it is better to find the height from
the model, instead of looking some number up in a stats file (which
sounds like unnecessary duplication of data).

  - Per

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[warzone2100-dev] Shaders - intent to change

2010-11-30 Thread Per Inge Mathisen
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 produce will struggle with performance. The downside
is of course that non-shader rendering will be removed. Since further
work will require extensive code and model data changes, keeping the
non-shader rendering path around will be extremely painful.

For more detailed info, see http://developer.wz2100.net/ticket/2310

If there are no objections, I will go ahead with this.

  - Per

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[warzone2100-dev] OpenGL on Windows warning dialog

2010-11-21 Thread Per Inge Mathisen
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, and most likely would uninstall the game.
Could someone with Windows write a small warning dialog on the OpenGL
error condition, properly #ifdef'ed, that tells Windows users about
this issue, and what to do?

I think this is a rather critical issue, which should be fixed before 3.0 final.

  - Per

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Re: [warzone2100-dev] Breaking savegames for 3.x ?

2010-11-09 Thread Per Inge Mathisen
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.

  - Per

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Re: [warzone2100-dev] The gitorious repo sucks because it's missing history

2010-11-03 Thread Per Inge Mathisen
How much lost history are we talking about here?

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] mainline - master: 2 commits.

2010-11-01 Thread Per Inge Mathisen
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 
 multiplayer...

As far as I can tell, the fix will make the campaign difficulty
modifier still apply to single player skirmish games. I am not sure if
this is intended?

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] mainline - master: 2 commits.

2010-11-01 Thread Per Inge Mathisen
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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[warzone2100-dev] trac bug

2010-10-17 Thread Per Inge Mathisen
http://developer.wz2100.net/ticket/1906

No changeset 0054f1c83268bd07b5c9faaf83e2f0b4b64b976e in the repository

Huh?

  - Per

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Re: [warzone2100-dev] Reordering data layout

2010-10-02 Thread Per Inge Mathisen
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. (data/warzone)

I do not really see the point. We can easily downscale textures before
loading them, and keep low-poly models around always since they do not
take much hdd space anyways.

 - Per

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Re: [warzone2100-dev] A quick question about the project.

2010-09-28 Thread Per Inge Mathisen
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 terse... the reason for this is:

 So we can have some co-ordination with the security team of all the
 distros who are distributing wz.

 See their FAQ entry: http://cve.mitre.org/about/faqs.html#a4

I am confused. You have a security issue you are going to need to go
public with?

  - Per

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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 Per Inge Mathisen
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
Qt there, and I cannot imagine they will put up with slowness for
long.

 1)Should we just use the temp branch I already created on gitorious,
 knowing what I said above about the issues involved or should I create
 my own repo on gitorious(or github) and we can pull from that when the
 time comes to make the final 3.0 branch ?

You know best. (Yes, I know, very helpful.)

 2) Which terrain textures should we use, or what combination of
 textures should we use ?

I believe Zarel intends to merge the two sets?

 3) Should we use the original models or the original models with
 TCmask enabled ?

We do not have simply original models with TCmask enabled anywhere.
The one ticket I saw that claimed to have this turned out to be 1)
containing other stuff as well, and 2) had several issues that were
never resolved.

 - Per

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11707] trunk

2010-09-20 Thread Per Inge Mathisen
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, power, experience (still do!), etc., and changing that
probably created or exposed some of the bugs that trunk is currently
suffering from.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11671] trunk/lib/ivis_common/tex.h

2010-09-16 Thread Per Inge Mathisen
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 it breaks Qt branch.

  - Per

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

2010-09-15 Thread Per Inge Mathisen
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

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11491] branches/2.3/lib/netplay

2010-08-18 Thread Per Inge Mathisen
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 the game again.  All attempts
 are logged.
...
 Isn't this overkill? Someone kicks someone else for fun, or by
 accident, and does not understand that kicks are forever, will be
 seriously lost.
...
 I would prefer that we have kick / ban buttons, but we have no room
 for that in the lobby screen, and for the in-game 'scoreboard' screen,
 Zarel mentioned that we could shrink down the other fields that we use
 to make some room.

I still think this will make for some very unhappy players as they
realize that their joke-kick turns out into a
I-can-never-play-with-that-player-again action, which they may be
unable to undo without pestering us for detailed instructions.

Could you please explain what motivated this overzealous change?

BTW, the lobby screen can be expanded. Nobody uses 640x480 anymore.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11491] branches/2.3/lib/netplay

2010-08-17 Thread Per Inge Mathisen
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 entries.

 ** *All entries must be hand edited if you wish to delete them.* **

Isn't this overkill? Someone kicks someone else for fun, or by
accident, and does not understand that kicks are forever, will be
seriously lost.

  - Per

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Re: [warzone2100-dev] 2.3.4

2010-08-10 Thread Per Inge Mathisen
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 difficult).
 Objections to tagging later today, release tomorrow?

No objections. Perhaps throw in/improve some new maps, if there is
time? We could ask if anyone on the forum/irc could add basic/advanced
start bases to battle, mischief, cockpit and cockate maps, and
include/fix those.

  - Per

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

2010-07-27 Thread Per Inge Mathisen
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

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

2010-07-27 Thread Per Inge Mathisen
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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Re: [warzone2100-dev] Our next release plan?

2010-07-27 Thread Per Inge Mathisen
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
expected level of conservatism in a game this old.

 As far as _I_ can tell, you are the only person who is making a big
 fuss about staying away from the 2.3 power system. Well, you and JDW
 on the forums.

The thing I am make a big fuss about is a large change without
adequate reason and what I see as spurious arguments. Note that I was
also initially sceptical of the new power flow system, but Gerard
managed to convince me that it was a good idea.

 I think that is a strange cop-out, since all of your arguments against
 the trunk power system apply equally to the 2.3 power system.

 My largest objection to the trunk power system:

 - I never know how much power I have, or whether or not I have enough
 power to do something, since the rate at which it increases/decreases
 changes several times a minute.

 This is why I don't want to use it in competitive multiplayer
 specifically: It's much more important there to know exactly how much
 power I have.

 Direct-debit-power-queue and 2.3 are identical as long as no more than
 one thing is on the queue at a time.

See, I do not buy this argument at all. You said yourself that all
power systems are essentially identical if you are only producing one
thing at a time, and this is true. Hence the claim that 2.3 and direct
debit is identical in this case is irrelevant. The only interesting
case is the real case -- when you are producing multiple items at
once. Here 2.3 and trunk are very similar, and can both be confusing
to someone used to thinking in direct debit terms. The case where they
differ the most is when multiple items are produced, and expenses are
bigger than income. Here 2.3 and trunk are identical, while direct
debit is very different. Most of your arguments have been about this
last case. That is why now turning about and wanting a return to 2.3's
power system makes no sense to me.

  - Per

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Re: [warzone2100-dev] Our next release plan?

2010-07-26 Thread Per Inge Mathisen
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 be
said for trunk. There is a lot of work ahead of us before trunk is in
a release state, no matter what development branches we do or do not
merge in.

 Though I no longer believe that power flow is objectively inferior, I
 still contest it on the basis that it's a controversial major
 departure from 2.3. Everyone appears to be in agreement that the trunk
 power system is inferior to all others

We seem to be hearing different things from the same people. In fact,
as far as I can tell, you are the only person who is making a big fuss
about it. The rest of us have been playing trunk power system happily
for a long while now.

, and in lieu of a clear winner
 between the four proposed power systems on the forums, the 2.3 power
 system should win by default.

I think that is a strange cop-out, since all of your arguments against
the trunk power system apply equally to the 2.3 power system.

 I also contest it on the basis that I am nominally the lead balancer
 here, and power system is arguably a balance-based decision.

I disagree that it has anything to do with balancing.

  - Per

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Re: [warzone2100-dev] Replacing the power flow system

2010-07-12 Thread Per Inge Mathisen
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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[warzone2100-dev] Sending compressed paths over the network

2010-07-11 Thread Per Inge Mathisen
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 always be
fighting against. Even if we fix path-finding performance today, we
will run into problems tomorrow, when path-finding has become more
advanced.

So I am proposing we instead send path results over the network, and
let the path-finding thread run free again.

The problem with that is, of course, the size of paths. Currently each
step is a Vector2i, or 64 bits. This means that pathing from one side
of a max size (250) map to the other requires us to send a 2000 byte
array for the path - and that is if it drives straight ahead. Most
paths will be much smaller, though.

The best solution to this problem is to compress the path when it is
sent over the network. Since paths are now contiguous, all we need is
the start coordinates (64 bits, and we have those already), and a 3
bit per tile to indicate the direction of the next tile. This will
compress the above mentioned path from 2000 to 75 bytes. Most paths
will fit in a single uint64_t (up to 21 tiles). I do not think it is a
problem to send this amount of data over the network.

Anyone see anything objectionable about such an approach?

  - Per

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Re: [warzone2100-dev] Breaking netcode compatibility?

2010-07-04 Thread Per Inge Mathisen
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 branch, should be brought up in at least the ML. In
 addition, patches that break netcode compatibility should note this in
 the tracker. Can we agree to make this policy?

I thought we had already agreed that we break netcode compatibility
with each release to be on the safe side. The problem is that every
small game-play affecting code deviation between versions will cause
out of sync issues. For 2.3 this may drown out in the noise of other
sources of out-of-sync-ness, but every source counts, and when newnet
hits the streets, this will be absolutely essential.

I do not think that requiring people to use the same versions to play
together is a big deal. All other games that I know of do this
already.

For example, changing how fire damage works definitely should count as
breaking netcode compatibility.

  - Per

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Re: [warzone2100-dev] Replacing the power flow system

2010-07-04 Thread Per Inge Mathisen
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 gerard_ did a stealth commit
of the power flow system. It was posted to
http://developer.wz2100.net/ticket/386 and left there for a week
before it was committed. It was also discussed on the IRC channel.

  - Per

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

2010-06-23 Thread Per Inge Mathisen
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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Re: [warzone2100-dev] svn/2.3 feature locked status, and what should happen with it

2010-06-23 Thread Per Inge Mathisen
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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Re: [warzone2100-dev] Endianness function reorganization proposal

2010-06-21 Thread Per Inge Mathisen
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 wz_endian.h and turn it into
 the single header that provides all the declarations to deal with endian
 swapping (for network and other code.)

 What do you guys think?

I am not sure I see a benefit.

 Anyways, even if you disagree with doing the above, SDL_swap* should be
 removed in favor of the PHYSFS_swap* and hton* ntoh* ( for nettypes.c).

I'm ok with that.

  - Per

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Re: [warzone2100-dev] 2.3.1?

2010-06-10 Thread Per Inge Mathisen
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 player:
 Hamilcar, Mischief

I did at least a quick test of some maps. Some I have also played a game on.

Disliked or broken: Arena #22, Stripmine, Garond Valley, Spiral
Mountain, Hamilcar. Please do not include any of these, at least not
at this point.

Liked, and at least one other person recommended it: Battle (2p), Pass
Assault (2p), mischief (8p), Startup2 (2p, might replace existing
Startup). I think we can include any or all of these.

Once ATWb (4p), the Americas map, has been given a license, and maybe
some balancing, I think we can include that as well. It is really
cool, although probably not (yet) for competitive playing.

   - Per

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[warzone2100-dev] Qt branch - final call

2010-05-24 Thread Per Inge Mathisen
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 there are any further remaining problems
before we can merge the Qt branch? Thank you.

This does not mean that I have given up getting Qt to draw the text,
just that we may need some more time to pull it off properly, and
there is no need to make that delay merging the Qt branch, in my
opinion.

  - Per

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Re: [warzone2100-dev] Qt branch - final call

2010-05-24 Thread Per Inge Mathisen
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 more noticeable in the first one.

 2. Fullscreen performance is lower. Not when comparing at the same resolution,
 but since Qt lacks resolution switching I can't switch to a lower resolution 
 to
 get higher FPS (e.g. on fast play I get 60 fps with trunk at 1024x768, 30 fps
 with qt at 1600x1200).

Can you try now? I removed some text-related hacks in qt branch that
fixed performance problems on my end.

Also,
3. Qt branch crashes deep inside QuesoGLC somewhere when exiting the
program. I have no idea why, and the trace looks really odd when it
does. I may need some help with ideas on what is going wrong here.

 - Per

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Re: [warzone2100-dev] 2.3.1?

2010-05-20 Thread Per Inge Mathisen
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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Re: [warzone2100-dev] 2.3.1?

2010-05-18 Thread Per Inge Mathisen
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?

 - Per

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Re: [warzone2100-dev] 2.3.1?

2010-05-18 Thread Per Inge Mathisen
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 also doesn't
 seem like there is much else planned for 2.3.1, so what would we be waiting
 for?

I have no objections.

(Although, I just have to point out, pabs can bake in the license fix
into 2.3.0 and use that in Debian. This is the kind of thing that
package managers do.)

  - Per

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Re: [warzone2100-dev] team colors for old models

2010-05-14 Thread Per Inge Mathisen
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 fine with the idea. Are the new PNGs much larger now?

  - Per

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Re: [warzone2100-dev] Release plans

2010-05-13 Thread Per Inge Mathisen
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 long-term problem.

 with the new web site style, it isn't exactly
 easy to change things, since we rely on one person, and the
 information on how to fix/change it, hasn't exactly been forthcoming.

The new web page is really nice, but this situation is unacceptable.
Easily maintainability must be priority #1.

 1) Qt.
...
 While experimenting with Qt Designer for a new lobby screen, I don't
 see a easy way to match the current color scheme / style of warzone

With Qt style sheets? I am not sure why you would want to do that,
since it does not give you nearly enough control over how things look.
In a game you would typically superclass existing Qt classes to make
your custom looking widgets, but where Qt does the record keeping and
handling for you.

 As of right now, I can only think of one advantage to Qt, and that is
 for the hardware colored cursor support.

Hardware colored cursor support was just an accidental improvement
along the way. The reason for the Qt port is that Qt offers a much
richer base to build upon than SDL.

This is what it does now:
 - No more quesoglc and its dependencies
 - Better fullscreen handling (ok, cybersphinx disagrees on this one)
 - Better cursors

However, what it does now is not the important thing, but what it can
do in the future. Right now the things I can think of are:
 - SVG support, needed for betawidget
 - signals/slots, for better handling of multi-threading, eg of scripts
 - improved network code
 - widget control, can be used for new widget code
 - general portability (we can dispense with a lot of our custom
portability layer in lib/framework since Qt have these things, also
for C code)
 - a nice base for future c++ porting

 4)Beta widget
 Yeah, I know this wasn't mentioned, but, it appears there is lots of
 confusion of the shape this is in.  It uses deprecated lib(s), and
 would add lots more dependencies, and  trying to compile those
 deprecated lib(s) on anything but unix is a huge PITA.
 It never really got past the (pre) alpha stage, before it fell by the wayside.
 The thinking to revive this was to use Qt for the SVG routines, but,
 there have been no tests at all, so we are not even sure if this would
 be a good move or not.  Everything is in theory, it should work.

The most important part of 'Betawidget' to me is the series of ideas
that went into it, which I believe are really good, and in order to
get there we need the Qt branch, since the original plan depended on a
string of icky library dependencies that was simply not workable. The
existing betawidget code can be rebased on top of Qt, or we can
rewrite it to utilize more of Qt so we have to do less state
maintenance ourselves.

 We really need to get feedback about the current trunk builds, so, we
 need to start telling people they can download test builds *now*.

I agree, but now meaning once we have sorted out the path walking problems.

 The next biggest problem is, (and I already know there is no easy fix
 for this), is that everyone still basically does what they want to.
 We are not pooling all our resources/talent into the same pot.  I
 don't even think this is solvable in a open sourced project.

This is not something I would want to fix. What we should do,
though, is to make sure we do not accept new changes without
discussion, and for larger changes this discussion should go before
the implementation. This is not always easy. The Qt port, for example,
started off as a simple experiment and grew by enthusiasm as worries
over performance and other potential problems were put to rest.

 Heck, the other problem is, I don't even know the status on what
 anyone is doing.
 One day, a commit will be made, and then you know what that person has
 been up to.

That would be completely contrary to the commit guidelines and the way
things are supposed to work.

  - Per

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Re: [warzone2100-dev] low polygon buildings

2010-05-13 Thread Per Inge Mathisen
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
 draftsman, and I have made gdl- objects and ( Visualisierungen) in the
 context of my work.
 I have no experience with games, but I'm interessed to try. So I worked the
 last days to create low polygon model buildings, inclusiv texture etc. I
 send you two renderings, one with Gi and one illuminated only with the
 automatic light of cd4. If you like it, I would like tocreate some more
 buildings.

Hello!

Thanks for the interest in drawing buildings. What number of polygons
is used for these buildings, and what model formats can you export
them to?

  - Per

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Re: [warzone2100-dev] [Warzone 2100 Trac] #1847: Preliminary qt-trunk merge patch

2010-05-11 Thread Per Inge Mathisen
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 unfortunate. I have postponed all of the
interesting things that I wish to work on waiting for the big three
branches to be merged, because I need their features or to avoid
generating massive conflicts. I understand that cyp is also waiting
for a newnet merge.

The situation is getting worse since our only active mac developer is
unwilling to help get the Qt branch working on Mac, and is instead
devoting his time to making a patch that will conflict massively with
newnet.

Can people please help out with fixing and merging the three branches
(qt, newnet and lua) instead of doing other stuff?

  - Per

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[warzone2100-dev] Release plans

2010-05-11 Thread Per Inge Mathisen
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 schedule a 2.3.1 bug-fix-only
release for mid-June?

Trunk seems rather stable at the moment, and branching it as a
possible release point before merging any of the big 3 feature
branches may be a good idea. One idea is to branch is to a codename
branch, start merging the feature branches, and depending on how
stable or unstable trunk becomes after that, either proceed to release
from the codename branch, or from trunk after the merges (nuking the
codename branch).

We have 3 big feature branches that we need to merge before
accelerating bitrot makes merging even more difficult. The merge
priority that we have discussed earlier for the big 3 feature branches
is 1) Qt branch, 2) newnet, and 3) lua. Last comes last because it
seems most unfinished yet, and Qt branch first because it has seemed
closest to completion and has the most developers familiar with the
new code. However, we can easily change the merge order - there are no
interdependencies between them.

If we proceed to make a release from present trunk, we can probably
start the betas for that quite soon and maybe aim for an July/August
release. That depends on no last minute large rewrites of anything
hitting trunk first.

That means:
June - 2.3.1 (bug fix only)
August - 3.0 (current trunk)
December - 4.0 (qt, newnet, lua, new savegame format)

Any other ideas?

  - Per

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[warzone2100-dev] Let's git going

2010-04-28 Thread Per Inge Mathisen
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 git is good/user-friendly enough on
Windows/Mac. Given the amount of cross-platform projects that have
converted to (g)it, I think we should manage, too. Anyone else have an
opinion?

  - Per

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

2010-04-25 Thread Per Inge Mathisen
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 suggest you drop it until this has been resolved.

 Also the embedded miniupnpc and iniparser copies are missing their
 LICENSE files. For iniparser, this is a license violation.

Can you fix this by including the LICENSE file in your distribution
copy? Then we will fix this for 2.3.1.

 In future, I'd really really prefer that you add stuff to devpkg instead
 of adding embedded code copies like iniparser, miniupnpc, GLee, sqlite
 and parts of others like BFD, SDL_framerate.

Our iniparser is a heavily modified fork and needs to be included.
GLee is a single file and meant to be included; it also has some local
modifications. We no longer use or include sqlite, if you still have
it as a dependency that would be an error on your part. SDL_framerate
is not a library, it is a (to be heavily modified in Qt branch) ripped
out code from some SDL aux library, so it cannot be externalized. I do
not know what BFD is.

  - Per

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

2010-04-25 Thread Per Inge Mathisen
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.

 Any plans to get the relevant changes merged upstream?

No, because it is an adaptation to use it with the physicsfs library,
and the upstream maintainer has not shown much willingness to
integrate such things. (Or much of anything. Upstream has been idle
for two years now.)

 - Per

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

2010-04-25 Thread Per Inge Mathisen
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 needs an EXTRA_DIST line.

I see the same thing also applies to iniparser. The AUTHORS, README
and LICENSE files are there in the repo, but missing mention in the
Makefile.am

  - Per

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

2010-04-24 Thread Per Inge Mathisen
On Sat, Apr 24, 2010 at 5:32 AM, Guangcong Luo za...@wz2100.net wrote:
 They don't look like crap at normal zoom.

Most configurations look like crap even at max zoom out.

  - Per

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

2010-04-23 Thread Per Inge Mathisen
A release candidate should either be dropped back into beta, or stay
in code freeze, which means nothing but build fixes, documentation
changes or translations go in. Let's maintain some self-discipline now
and ship this thing without further fixes. Then we can focus on making
2.3.1 and trunk great.

  - Per

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

2010-04-20 Thread Per Inge Mathisen
On Tue, Apr 20, 2010 at 11:36 PM, Stephen Swaney sswa...@centurytel.net wrote:
 An idea worth stealing?

Indeed.

Note that such images should not have the logo written into the image
itself, as we draw it over the image anyway. Nor we need to pretend
Pumpkin Studios has anything to do with this game anymore.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10640] trunk/build_tools/changelog2bbcode.sh

2010-04-19 Thread Per Inge Mathisen
On Mon, Apr 19, 2010 at 7:27 AM, Kreuvf kre...@warzone2100.de wrote:
 Oh what? I tested it with a piece of ChangeLog and it was okay D: Could you
 describe the problem, per?

The headers did not get their [b]...[/b]s set. The -r made everything
I learned about sed wrong, so I had to remove that. Please be nice to
me and don't put it back ;-)

  - Per

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

2010-04-18 Thread Per Inge Mathisen
On Sun, Apr 18, 2010 at 2:52 AM, buginator buginato...@gmail.com wrote:
 Ok, I am fine with either a tag or a branch, as soon as Per OKs it,

I'm ok with that.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10607] branches/2.3/data/mods/multiplay/dydo-ai

2010-04-17 Thread Per Inge Mathisen
On Sat, Apr 17, 2010 at 3:11 PM,  dydo...@users.sourceforge.net wrote:
 maps for dydo challenges

 Added Paths:
 ---
    branches/2.3/data/mods/multiplay/dydo-ai/maps/
    branches/2.3/data/mods/multiplay/dydo-ai/maps/4c-AllEqual.wz
    branches/2.3/data/mods/multiplay/dydo-ai/maps/4c-Arena_14.wz
    branches/2.3/data/mods/multiplay/dydo-ai/maps/CNCAssualt.wz

Who made these maps?

  - Per

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

2010-04-13 Thread Per Inge Mathisen
I don't think reverting, re-reverting, re-commiting, re-implementing,
etc this 'feature' is doing us any good. Let's just keep it as it is
until we have know where the real problem is and have the time to fix
it properly.

  - Per

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Re: [warzone2100-dev] Bugs for next beta

2010-04-10 Thread Per Inge Mathisen
On Sat, Apr 10, 2010 at 7:01 AM, buginator buginato...@gmail.com wrote:
 When our game crashes (mingw builds) then it doesn't  throw up a
 dialog at all.  Only on MSVC builds it does that.

Was 2.3-beta12 built with MSVC?

 If we got a Fatal dialog, then yeah, screen goes black first, then
 user must switch back to the desktop to see what it was.  :(

 The other option is run wz as a window that takes up the full screen.

Qt branch does this. IMHO this works much better.

 I still think the current system is better than nothing though.

I don't agree. My first instinct was to reach for the reset button...

  - Per

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[warzone2100-dev] Beta 13

2010-04-10 Thread Per Inge Mathisen
I think we should try to push out a beta 13 this weekend. Unless I
hear any objections, I will be tagging tonight.

  - Per

2010-04-00: Version 2.3 beta 13
 * General:
   * Change: Use system dialogs for reporting errors on Mac (r10474)
   * Fix: Oil features were not being added back to the game when oil
derricks were destroyed (r10489, ticket:1726)
 * Multiplayer:
   * Change: Ban IP addresses when kicking people from games (r10465)
   * Fix: Crash during game hosting (ticket:1745, r10480)
   * Fix: Missing cyborg legs in games with 8 human players (r10527,
ticket:1740)
 * Campaign:
   * Fix: Crash when cleaning up memory usage between missions (r10476)
 * Mods:
   * Change: DyDo AI updated to version 2.1, and includes its own challenges

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Re: [warzone2100-dev] Ticket #1746

2010-04-07 Thread Per Inge Mathisen
On Wed, Apr 7, 2010 at 4:56 PM, Zarel zare...@gmail.com wrote:
 Adds a feature. You keep using that phrasing. For the purposes of
 deciding whether or not a change should be postponed, I don't think a
 crash fix should count as adding a feature.
...
 I have never understood how fixing a crash could ever have any side
 effects that could justify avoiding committing a fix. Have you ever
 seen that happen? Ever?

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. Just two weeks ago in
http://developer.wz2100.net/ticket/1702 you argued yourself that this
was not a bug.

 Nor do I think the codebase is as brittle as you claim.

So why are we at beta 12 then?

 Yes, and the standards for inclusion should be _sane_. If we're not
 going include a crash fix in the next beta, what are we going to
 include?

This problem (loading savegames crash w/o their mods loaded) has been
present in every release there has ever been. Why do we need to fix it
RIGHT NOW all of a sudden? We have more urgent problems, like fixing
the legs bug and a release process that has gone completely haywire.

  - Per

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[warzone2100-dev] A really awesome way to use git...

2010-04-06 Thread Per Inge Mathisen
Apparently, this is _not_ an April's fool:

http://github.com/blog/626-announcing-svn-support

They are working on full write support. That should take care of the
I-must-use-a-GUI issue with GIT. So if anyone know a way to ensure we
do not get line-ending problems, we should be set.

  - Per

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Re: [warzone2100-dev] Launchpad: Validate your team's contact email address

2010-04-06 Thread Per Inge Mathisen
On Tue, Apr 6, 2010 at 1:43 PM, Kreuvf kre...@warzone2100.de wrote:
     https://launchpad.net/token/N4wdzvRLDTDlZMSxX4C0
 Did anybody follow this link already? ^^

Try it and find out ;-)

 - Per

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Re: [warzone2100-dev] Qt branch merge?

2010-04-05 Thread Per Inge Mathisen
On Mon, Apr 5, 2010 at 11:54 AM, Guangcong Luo za...@wz2100.net wrote:
 Perhaps we merge Qt+newnet into a new experimental branch, then?

That only helps if all the developers start working on that branch,
instead of trunk. The new 'experimental branch' would then be the new
trunk.

So what you are in effect suggesting is to copy trunk into a new
to-be-stable branch, before merging in Qt and newnet. That only makes
sense if we are planning to release a 2.4 from current trunk without
Qt and newnet, and I do not think we are.

  - Per

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

2010-04-05 Thread Per Inge Mathisen
On Sat, Apr 3, 2010 at 9:26 PM, buginator buginato...@gmail.com wrote:
 Hey all, just wanted to update a few things about the project.

 First off, 2.2.4 should be dead.  Really.
 It serves no useful purpose for us at all.

I am a bit uncomfortable with that. I do not think we want linux
distros etc to use a random 2.3 beta. If I had any idea that the 2.3
series would have dragged on this long, I'd have kept backporting
fixes to 2.2 branch and pushed for a 2.2.5 already... Something went
awfully wrong on the planning of 2.3 - it was only supposed to be
2.2.4 + the new trunk netcode :-(

  - Per

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

2010-04-05 Thread Per Inge Mathisen
On Mon, Apr 5, 2010 at 9:17 AM, C yp cyp...@gmail.com wrote:
 3 possible solutions:
 1. Get windows to do floating point correctly.
 2. Convert everything to C++, and typedef float Float; on Linux/Mac,
 and class Float { ... }; on windows.
 3. Use integers only. (Fixed point, that is.)

What parts of the game state still relies on floating point? I can
think of experience, power, movement (though I have an almost complete
patch for changing that, just need someone to up the precision), and
not much else? I do not think this option should be so hard.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10489] branches/2.3/src/multijoin.c

2010-04-05 Thread Per Inge Mathisen
On Mon, Apr 5, 2010 at 5:24 AM,  bugina...@users.sourceforge.net wrote:
 Revision: 10489
          
 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10489view=rev
 Author:   buginator
 Date:     2010-04-05 03:24:05 + (Mon, 05 Apr 2010)

 Log Message:
 ---
 As a temporary solution to the oil features not being put back.

How is this fix supposed to work?

  - Per

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[warzone2100-dev] Bugs for next beta

2010-04-05 Thread Per Inge Mathisen
I did some testing on Windows this Easter,  and the crash report
dialog when running in fullscreen is worse than useless, it freezes
the entire game, giving a black screen. This needs to be fixed, or the
dialog can just as well be removed altogether. (How does this work on
X11/Mac now?)

We should also take a look at http://developer.wz2100.net/ticket/1696
which is related.

The well known bugs http://developer.wz2100.net/ticket/1740 (legs - is
there more than one report of this happening in beta12?) and
http://developer.wz2100.net/ticket/1726 (oil rigs) need to be further
investigated. We should also check out
http://developer.wz2100.net/ticket/619 (campaign map limiting), and
apparently the network code still has issues:
http://developer.wz2100.net/ticket/1715 and
http://developer.wz2100.net/ticket/1716

Is bug http://developer.wz2100.net/ticket/1039 (WSS) fixed now?

Dydo needs the http://developer.wz2100.net/ticket/1736 bug closed
before it can be in the release.

Unfortunately, I will probably not have much time to look at bugs this week.

  - Per

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[warzone2100-dev] New beta?

2010-03-29 Thread Per Inge Mathisen
Hello all,

Even though we are quite short on manpower at the moment, I think we
should try to push out a new beta for/during Easter. The reason for
this is simply to get more testing of the latest bugfixes, given that
beta11 is getting old with lots of fixed bugs. Closing
already-fixed-but-not-released bug reports is not fun. Who is around
capable of building the various architectures? I can fix the changelog
and make linux tarballs, but need help with the mac/windows builds.

  - Per

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Re: [warzone2100-dev] New beta?

2010-03-29 Thread Per Inge Mathisen
On Mon, Mar 29, 2010 at 3:29 PM, Christian Ohm chr@gmx.net wrote:
 On Monday, 29 March 2010 at 10:58, Per Inge Mathisen wrote:
 Hello all,

 Even though we are quite short on manpower at the moment, I think we
 should try to push out a new beta for/during Easter. The reason for
 this is simply to get more testing of the latest bugfixes, given that
 beta11 is getting old with lots of fixed bugs. Closing
 already-fixed-but-not-released bug reports is not fun. Who is around
 capable of building the various architectures? I can fix the changelog
 and make linux tarballs, but need help with the mac/windows builds.

 I can do a Windows build, though I'm not sure about Easter. How about later
 today/tomorrow?

Fine by me. If nobody has any objections, we can tag today, then
people can make builds at their leisure, and we release when all are
done.

  - Per

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[warzone2100-dev] Make atomic commits, please

2010-03-29 Thread Per Inge Mathisen
Hello,

When committing to the svn repository, please make sure, to the extent
possible, that each commit compiles and runs. Do not split a commit
into pieces where some revisions may not work. The reason this is
important is because non-working revisions will make bisecting (going
back in time to find when something stopped working) much, much
harder.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[10395] trunk/src/map.c

2010-03-21 Thread Per Inge Mathisen
On Sun, Mar 21, 2010 at 6:24 PM,  i-...@users.sourceforge.net wrote:
 Include leftmost and topmost tiles into ground type calculation (#332 and 
 #743).

Hint: If you write fixes ticket:332 then it will auto-close that
ticket for you and include a reference in the ticket to this commit.
Very handy for generating traceability.

  - Per

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Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpoint support for texture coordinates in PIEs

2010-03-13 Thread Per Inge Mathisen
I had not really considered the option of keeping two rendering paths
for models, one for PIE2(/3) and one for a newer format. It is an
interesting idea, since it will keep compatibility with pieslicer and
older works.

However, none of the difficult issues are solved this way. The biggest
issue is how to implement all the hacks that is currently used, like
stretching defensive structures to the map, without killing
performance. The only way I see is to use vertex shaders, and that
requires OpenGL 2.0.

  - Per

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Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpoint support for texture coordinates in PIEs

2010-03-13 Thread Per Inge Mathisen
Perhaps I should say something more about my plans.

I realized a while ago that moving over to WZM all at once would be
really difficult, due to the incredibly complicated model drawing
system in Warzone. So I began upgrading PIE models and drawing code
simultaneously bit by bit.

Removing support for the face full flag was the first step. PIE3 was
the next, basically just a way to define what parts of the old PIE
format that is currently supported. Then I removed all duplicate
vertices in existing models.

To be done:
 - precalculate the tex coords used for frame animation and team colours.
 - tessellate all non-triangle polygons in existing models, and remove
support for them (planned as PIE4)
 - add clipping to in-game structure menu to cut off z-direction less
than zero polygons
 - add art rework of all defensive bases so that they plunge through the ground

And probably some things I've forgotten. At the current rate these
plans will be finished (if done by me) at the same time to world ends
in 2012 (if that movie is to be believed).

 - Per

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