Am Samstag, 29. November 2008 02:08:10 schrieb [EMAIL PROTECTED]:
> The Buildbot has detected a new failure of nightly_mingw32 on Warzone 2100:
> Resurrection Project. Full details are available at:
> http://build.kynes.de/builders/nightly_mingw32/builds/65
>
> Buildbot URL: http://build.kynes.de/
#167: crash with trunk multiplayer
+---
Reporter: [EMAIL PROTECTED] |Type: defect
Status: new |Priority: major
Milestone: | Component: other
Hi all,
I am interested in knowing what everyone things about the idea of
associating .wz files with Warzone in the shell. This would mean that
to start the game with a mod foo.wz all the user would need to do is
double click it.
While it might not be a big deal for Linux users, who are usu
sounds very good, i like this idea
afaik on linux there are different ways to register a file type (gnome /
kde), aren't there?
in the end i'd like to have an ingame mod switcher *wink* betawidget
*wink* and ingame mod downloader
regards
elio
Am Samstag, den 29.11.2008, 11:48 + schrieb Fred
#168: source code is not enough commented
-+--
Reporter: gene69|Type: enhancement
Status: new |Priority: minor
Milestone:| Compone
I would like to have two more file extensions.
*.wzmod for mods and *.wzmap for maps, for a better distinguishably,
*.wz only for ou"official" base files.
And another request, is it possible to register additional protocols on
linux/max, like "warzone://:" so that we can fire up warzone
from a se
On Sat, Nov 29, 2008 at 5:48 AM, Freddie Witherden
<[EMAIL PROTECTED]> wrote:
>
> Hi all,
>
> I am interested in knowing what everyone things about the idea of
> associating .wz files with Warzone in the shell. This would mean that
> to start the game with a mod foo.wz all the user would need to do
Am Samstag, 29. November 2008 16:54:57 schrieb Zarel:
> On Sat, Nov 29, 2008 at 5:48 AM, Freddie Witherden
>
> <[EMAIL PROTECTED]> wrote:
> > Hi all,
> >
> > I am interested in knowing what everyone things about the idea of
> > associating .wz files with Warzone in the shell. This would mean that
>
Hi,
> While it's better than the current way, the problem with such a scheme
> is that it only allows one mod at a time. I much prefer the old
> Warzone way of simply renaming the mod to enable/disable it.
> Double-clicking it could even toggle its enable/disable state.
Mixing and matching mods i
Am Samstag, 29. November 2008 17:27:15 schrieb Freddie Witherden:
> Hi,
>
> > While it's better than the current way, the problem with such a scheme
> > is that it only allows one mod at a time. I much prefer the old
> > Warzone way of simply renaming the mod to enable/disable it.
> > Double-clicki
On Sat, Nov 29, 2008 at 6:13 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
>> Mixing and matching mods is never a good idea. If we encouraged it
>> then it would just lead to more useless bug reports.
> That's all the fun. ;) Multiple mods. Of course there'd be incompatibilities,
> but that should
#169: It is possible to start a 1v1 with both players in the same team after
playing 2v2
+---
Reporter: gerard_ | Owner:
Type: defect | Status: new
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