.
-Zarel
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to mention
that multi-turrets are still somewhat broken in the ChangeLog ?
Only a little. I guess we can mention that units won't automatically
get in range for their secondary weapon to fire. I would definitely
recommend against removing multi-turret.
-Zarel
can make a clear
distinction about the higher system requirements that trunk uses over
the current 2.x series.
Yes, I agree; we should call it 3.0.
-Zarel
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beta, what are we going to
include? If it weren't important for this crash to be fixed, you
wouldn't have proposed removing the autoload folder, would you? Well,
funny thing, removing the autoload folder won't actually fix the
crash, while my patch will.
-Zarel
level with 1.4. Quite a fallback I'd
say...
OpenGL 1.4 has the shaders you're using? Interesting.
Well, in that case, no objection from me. Feel free to commit (I see
you already have, from the fact that the OS X build now has tons of
warnings).
-Zarel
like 256x units would probably work just as well
as floats, without the drawbacks (would cause a cap of 8 million, but
I think that's high enough not to be an issue).
-Zarel
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. Our movement code is
horrible; making fine-grained control of units necessary would suck
for everyone...
OTOH, I'd prefer not to change the mod format that much, so I'd vote
to keep everything the way it is (lots of fixes to movement code
notwithstanding).
-Zarel
key sequences ('e - ?\195?\169) work.
Those sequences in your commit-messages are annoying :/ What's the problem?
My guess is that they're Unicode.
-Zarel
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it. :) And rest
assured, as mentioned earlier, I'm planning on improving it further,
with an in-game mod selector and all that that entails.
-Zarel
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/ directory. Edit
Makefile.am and Makefile.win32 - look at how Aivolution does it, and
just replace Aivolution with DyDo.
Is that enough detail? If not, I just can do it for you - just tell me
which version of DyDo. :)
-Zarel
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just why I didn't want to re-enable them earlier.
We could have a forum poll, if you want. And maybe ask the Artwork
forum for a better model.
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are kind of complaining, and there are a few bug reports from
people who think there's something wrong with their connection. Do we
at least have an ETA?
-Zarel
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fine on 10.4 and PPC, so
it's a bit early to drop support. We'll try again in half a year, I
suppose.
By the way, the ML is mostly text-based - try not to use HTML e-mail
if possible.
-Zarel
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Heya, DD.
On Fri, Jan 22, 2010 at 3:15 AM, wp1004671-obooma d...@obooma.net wrote:
Am Donnerstag, den 21.01.2010, 23:52 +0100 schrieb Zarel
zare...@gmail.com:
Okay, then, that's great. Can you tell me me your Sourceforge
username, so I can give you SVN commit access?
How do you know I
be granted SVN commit access, and
we would leave you to decide for yourself which version you wish to
put in 2.3-branch and trunk.
If you're afraid DyDo isn't stable enough, don't worry. It's certainly
far more stable than Aivolution is. ;)
So, do you accept? :)
-Zarel
On Wed, Jan 20, 2010 at 1:26 PM, Christian Ohm chr@gmx.net wrote:
On Wednesday, 20 January 2010 at 12:57, Zarel wrote:
modname.mod.wz - multiplay mod
modname.cam.wz - campaign mod
modname.gmod.wz - global mod
Why not .mp.wz for multiplayer, and .mod.wz for global?
A mod is nearly always
On Wed, Jan 20, 2010 at 12:57 PM, Zarel zare...@gmail.com wrote:
So the fix is simple, we rename mods:
modname.mod.wz - multiplay mod
modname.cam.wz - campaign mod
modname.gmod.wz - global mod
modname.music.wz - music mod (we might want to rename this, since
these are really just all mods
On Sat, Dec 5, 2009 at 1:55 AM, Zarel zare...@gmail.com wrote:
On Sat, Dec 5, 2009 at 1:51 AM, Kreuvf kre...@warzone2100.de wrote:
That's good. Now there are at least three people that dislike the idea and
gave
reasons for it. So, why not just undo this until you can make it a
translatable
on. Remember,
the latest version of Ubuntu will have no version of Warzone later
than 2.2.2 until April 2010.
You wouldn't believe how many 2.0 and 2.1 people still hosted (or
tried to host) games!
All the more reason not to retire the 2.2 server so early.
-Zarel
voodoo under another name, or do some clever
hacking to get around this...and I am out of ideas right now.
Erm, what's wrong with that? Find someone's position from their player
number... Makes sense to me...
-Zarel
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to understand READY?. If not,
you
are more screwed than before IMHO. :(
At worst, you're just as screwed as before, and you have to consider
that most people, even if they don't speak English, should know
Ready? if they play games online.
-Zarel
On Fri, Dec 4, 2009 at 4:28 PM, Dennis Schridde devuran...@gmx.net wrote:
Am Freitag, 4. Dezember 2009 21:30:58 schrieb Zarel:
[...] you have to consider
that most people, even if they don't speak English, should know
Ready? if they play games online.
That is not a valid assumption.
Are you
{
char name[iV_TEXNAME_MAX];
- unsigned int id;
+ unsigned long id;
} iTexPage;
I suspect that id member should be a GLuint. It seems to be used that
way in the code and this would get around all those problems Zarel had
trying to coerce some platform specific type
sure it's not any worse than it was before.
-Zarel
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On Sat, Nov 21, 2009 at 12:34 PM, Kreuvf kre...@warzone2100.de wrote:
zare...@users.sourceforge.net wrote:
Revision: 8430
2.3: Make cyborg transport fly lower than regular transport.
What's the reason for this?
It takes too long to descend right now.
-Zarel
before backporting them just before release!
Personally I liked the old HP bars better.
What do you think betas are for? If people don't like them, they can
be reverted before the final.
-Zarel
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, anyway.
-Zarel
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with Mac OS X. It compiles, but doesn't run (quits with no errors).
This is why we test between committing a major patch that hasn't been
tested on a major platform, and releasing!
-Zarel
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reports being done.
1. What about for stable builds? I'd be fine if you just waited 24
hours for stable builds.
2. What about leaving the old download links up there, while the new
download links aren't available? I'd be fine with that approach, too.
-Zarel
file could not be found or is
not available. Please select another file.
The main problem is I have no idea what to change to update the libraries...
-Zarel
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from the main point, which is that there's
NO REASON why the user should see that message in the first place,
instead of a download for the game they came to download.
-Zarel
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shorter than the few
days we're supposed to wait between tagging and announcing to release
publicly.
I've given up trying to convince you to leave old versions on the
download page while the new versions haven't been built yet. But could
you at least wait 24 hours for me? That's all I ask.
-Zarel
On Sun, Nov 15, 2009 at 4:38 AM, Kreuvf kre...@warzone2100.de wrote:
Zarel, I think the problems are the time constraints. To me it seems that
Buginator is the main person for releases and he is limited to a few hours on
weekends. So the problem is that delaying the release for a day or two
to be with the 24 hour
waiting period, we simply let someone else do the release
announcements after said period, which appears to consist of moving a
post from the staff forums to the news forums, and copy/pasting that
post into an ML announcement. I'm sure any of us are capable of doing
that.
-Zarel
of unplanned
severe bugs in the most recent version, or historical purposes, etc.
They're not meant for end users, and they're hidden away far too much
to be.
-Zarel
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understand what you're saying. Why do we need to revert files
if we need to hunt for bugs?
-Zarel
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, libvorbis 1.2.0, libtheora 1.0beta3.
SDL 1.2.14 hasn't been released for Mac OS X yet, as far as I can tell
(the downloads only have SDL runtimes and SDL-devel-extras, no
SDL-devel).
-Zarel
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, I know we could export sql to csv...)
Can we rename the files from .txt to .csv? That might make modding easier.
-Zarel
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.
* Hurricane splash increased 10 - 30
* Cyclone splash increased 40 - 60
* Whirlwind splash increased 30 - 50
Really? Hasn't it been reverted?
It has.
-Zarel
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On Mon, Oct 12, 2009 at 3:31 PM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
I thought only the damage increase was reversed?
Whoops, misread it. Yeah, AA splash increases are still there.
-Zarel
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rather stick with 2.2.4 and so on, [...]
Here's some more stuff on why we shouldn't release 2.2.4:
[14:20] Zarel Can you point to any rationale on that? One of my
developers is trying to break MP compatibility for Warzone 2.2.4, and
I need backup as to why that's a bad idea. :/
[14:23] mordante
to
upgrade, which is not unreasonable or bad practice IMO.
As long as we make it _very_ clear to everyone that it's netcode-incompatible.
-Zarel
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. And many of the people who post
problems will probably download the latest version first, further
skewing the numbers that way.
-Zarel
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like maps?
Especially if we're going to be breaking netcode compatibility. We
should probably work out a scheme for sending them like maps before we
release a new version. I'm fine with releasing 2.3 beta 1 next week,
but definitely not a final.
-Zarel
1.
-Zarel
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On Mon, Oct 5, 2009 at 12:30 PM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
On Mon, Oct 5, 2009 at 7:20 PM, Zarel zare...@gmail.com wrote:
Yeah, let's just rename 2.4 to 3.0 alpha 1.
Which part of the arguments against this that were previously
presented did you not agree with?
Alphas
among others were intended to be
3.0
The above goes for you, too.
-Zarel
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the developers, I would like
to branch off and start making the first release from trunk as
2.4-alpha1.
Isn't trunk still really unstable? Have we fixed the commanders bug yet?
-Zarel
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release.
D: D: D:
BLOCK
We are not rushing out a netcode-imcompatible release that soon, no no no!
-Zarel
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to survive losing the
vast majority of the market segment. This is far worse than dropping
IE support on a website, since the players with Intel cards can't just
download a better graphics card.
-Zarel
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being used. You shouldn't need a laptop made in the
last 3 months to play Warzone...
-Zarel
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is telling us that some Radeon drivers only
go to OpenGL 1.5. That's two of the three major video card
manufacturers, one of which has the lion's share of the market. We
simply can't drop support for so many people.
-Zarel
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On Tue, Sep 29, 2009 at 6:44 PM, Zarel zare...@gmail.com wrote:
OpenGL 2.x is basically available on any Direct3D 9 compatible card
(Except some Intel IGP). And how many people play Warzone on a Laptop?
Considering laptops are now more popular on desktops, and college
students
.
-Zarel
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2.3 and
3.0 on the forums nowadays.
-Zarel
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to maintain for a long
time. Take further discussion of this to the mailing list.
Okay.
I like this idea. Let's do that (and by the s in let's, I mean
someone other than me). Either one is fine with me. Although we
should probably fix the many and numerous trunk bugs first.
-Zarel
a quick 2.2.3 release late Saturday or early this Sunday?
Are you sure they're all fixed now?
-Zarel
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do.
-Zarel
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- some
developers objected to Neuralize since he's contributed nothing but a
logo at this point.
We could fix this situation right up by using the same have commit
access bar, and give Mysteryem commit access. ;)
-Zarel
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the current logo and icons.
Thoughts?
-Zarel
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as it currently is.
-Zarel
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would indeed like a 3.0, mainly so we can backport other
important changes to a 2.3 release, for people without good renderers.
-Zarel
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and add the stuff to the
changelog all at once.
-Zarel
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it and start adding info to it.
We have user stuff in the wiki? Any user stuff that's in the wiki
should also be in the Guide...
-Zarel
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this up, the reply was to add [patch] to the
subject line.
enhancement - feature request
enhancement [patch] - feature patch
defect - bug report
defect [patch] - bug patch
task - request to change something
task [patch] - patch to change something
Seems to work well enough like that.
-Zarel
:
http://sourceforge.net/apps/wordpress/sourceforge/2009/08/07/subversion-upgraded-to-1-6-4/
And info about 1.6.4 here:
http://subversion.tigris.org/svn_1.6_releasenotes.html
(Since no one else seems to be saying anything) I support this!
-Zarel
it works.
Stiv/Zarel, did you actually test this before committing?
Good question. Stiv came online one day and started talking about how
he couldn't compile stuff for some reason. I wasn't sure on the
specifics, but I committed his patch under the impression that all it
did was move a few variable
, etc, to make it
more obvious they're not upgrades? =|
-Zarel
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On Thu, Aug 6, 2009 at 10:47 AM, Elio Gubserelio.o...@gmail.com wrote:
Does the mailing list work?
yes
Well, it does now. You'll notice he sent that two days ago, and we
only received it today.
-Zarel
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objections, I can tag for release
either today or tomorrow after I commit everything.
-Zarel
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...
Erm, I never heard this. Why? I mean, it's not exactly a controversial change.
-Zarel
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is simple enough that it's
doubtful anything would break.
-Zarel
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are the worst people to test
their own code.
True, I guess it's better if we wait another week for release, and
everyone can press S a lot and see if it works as advertised.
-Zarel
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was), hence adding the
uncompressed ones to originals/.
-Zarel
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.
- Zarel
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On Thu, Jul 23, 2009 at 10:41 AM, Kreuvfkre...@warzone2100.de wrote:
AFAIK they were processed with optipng.
That explains it; optipng is lossless.
Feel free to run optipng on the new ones; they were saved moderately
inefficiently with Photoshop.
-Zarel
anything.
This helps make the website look better on bookmarks bars and
bookmarks lists (Warzone 2100 looks a lot better than Warzone 2100
Resurrecti... or Warzone 2100 Resurrection » Fro..., which is how
it currently looks in my tab bar and bookmarks list respectively).
- Zarel
On Tue, Jul 7, 2009 at 4:03 AM, Kamazefearthec...@gmail.com wrote:
After the last exam tomorrow, I have a ~2 1/2 month semester break :o)
Also, superscripts don't work correctly on the web root.
Compare:
http://wz2100.net/download
http://developer.wz2100.net/wiki/Download
-Zarel
it's designed for mp/stats/.
-Zarel
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On Sun, Jun 21, 2009 at 4:16 AM, Kamazefearthec...@gmail.com wrote:
What do you think?
LET'S DO IT. :D
-Zarel
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? Sounds good.
What's wrong with sequences.wz? o_O
-Zarel
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On Wed, Jun 17, 2009 at 3:21 AM, Dennis Schriddedevuran...@gmx.net wrote:
Hi Zarel,
hi list!
Ello.
http://developer.wz2100.net/ starts with bug reports. For a general
development introductory page this might not be the best choice. I would put
it more towards Programming, and maybe even
Home and FAQ.
These shouldn't require XHTML/CSS pain. ;)
-Zarel
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the title that the game has something
to do with resurrection. Project, on the other hand, leads users to
the right direction for what the campaign is about.
6. It's much shorter.
So, what does everyone think? I would _really_ like your feedback on these.
-Zarel
the Fast Loader research items, like Sensor
Upgrade, are boilerplate text that Pumpkin never got around to
replacing. Ideas?
- Zarel
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.
I've also been considering leaving the build menu up if a building is
placed while Shift or Ctrl is held down.
-Zarel
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2009/5/31 bugs buggy buginato...@gmail.com
Just waiting on some windows icons, and then we can tag it, and then
make the builds.
Icons are done.
-Zarel
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savegames are fine).
Another idea - when the script loader breaks like it does here, just
restart the AIs?
-Zarel
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2009/5/28 Per Inge Mathisen per.mathi...@gmail.com:
Won't work for campaign scripts.
Campaign scripts aren't broken, so that's not an issue. :P Besides,
skirmish AI changes a lot more than campaign AI does.
-Zarel
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, this is in skirmish,
not campaign. The worst that happens is that the AI is disoriented for
a few seconds while it recounts its units and structures.
-Zarel
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2009/5/28 Zarel zare...@gmail.com:
...why? I am indeed suggesting that we reset all values, and I don't
see why the savegame would be affected. Remember, this is in skirmish,
not campaign. The worst that happens is that the AI is disoriented for
a few seconds while it recounts its units
: [eventLoadContext] Context 1 of 6: Number of
context variables (946) does not match the script code (945)
If it causes problems, see where to reindex the variables?
-Zarel
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importantly it
makes the game much more stable.
-Zarel
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(needinfo), and that we do
not close tickets with needinfo unless a question sits unanswered
for a week or so. If we get a new ticket without enough information,
we should just ask for more information and leave it open, and only
close it after a week of no further information.
Thoughts?
-Zarel
.
Is it really that hard just to store the rendered screen? Or re-render
as little as possible?
-Zarel
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2009/5/9 bugs buggy buginato...@gmail.com:
That is a known issue with the gfx. The road gfx needs to be redone.
Any volunteers?
I've done most of the work; just never got around to finishing it. I
should probably throw the PSD somewhere so someone else can finish it.
-Zarel
cards, then it's not a big deal, but I think
it's more of an issue that the game could feel laggy to players who
don't know that it's mouselag.
- Zarel
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way:
2009/5/9 Dennis Schridde devuran...@gmx.net:
Am Samstag, 9. Mai 2009 10:14:51 schrieb Zarel:
Other than that, we don't have version numbers for base.wz and mp.wz.
Why should this be different?
Those are inside a warzone2100-x.y.z.tar.bz2
We could put our different video.wz files under
by spamming flamers on lowest pretty easily.
-Zarel
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not be consciously
noticeable, but it could still impact user experience.
About known issues:
Do we revert this patch, or apply the new patch (Artillery prediction
fix) ? http://developer.wz2100.net/ticket/374
We've done neither. We have, however, fixed some of the other issues
with this patch.
-Zarel
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