Hello list,
I am seeing a lot of bug coming from launchpad to this list now. They
are posted each with a unique email address (like
500...@bugs.launchpad.net), that are rejected since they are not
subscribers. How should we handle these? (The admin panel shows 40
launchpad bug report emails awaiti
Hey, guys.
Two fairly bad bugs kind of went into 2.3.2 and no one found them. :(
They are:
1. When a fully upgraded object takes burn damage, it's instantly
killed (underflow in damage calculation).
2. Starting a game in T2 or T3 mode doesn't work - the game just
starts in T1 mode.
I've fixed bo
On Jul 27, 2010, at 3:01 AM, Per Inge Mathisen wrote:
> Hello list,
>
> I am seeing a lot of bug coming from launchpad to this list now. They
> are posted each with a unique email address (like
> 500...@bugs.launchpad.net), that are rejected since they are not
> subscribers. How should we handle
#2022: crash in host room while chatting
--+-
Reporter: Terminator |Type: bug
Status: new|Priority: major
Milestone: unspecified| Component: other
#2023: crash in host room while chatting
--+-
Reporter: Terminator |Type: bug
Status: new|Priority: major
Milestone: unspecified| Component: other
#2024: crash during game
--+-
Reporter: mp...@…|Type: bug
Status: new|Priority: major
Milestone: 2.3.2 | Component: other
Version:
#2026: crash in host room while chatting
--+-
Reporter: Terminator |Type: bug
Status: new|Priority: major
Milestone: unspecified| Component: other
#2025: crash in host room while chatting
--+-
Reporter: Terminator |Type: bug
Status: new|Priority: major
Milestone: unspecified| Component: other
On Tuesday, 27 July 2010 at 3:20, Guangcong Luo wrote:
> 2. Starting a game in T2 or T3 mode doesn't work - the game just
> starts in T1 mode.
r11305 breaks loading maps in T1.
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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
__
On Tue, Jul 27, 2010 at 3:22 PM, Per Inge Mathisen
wrote:
> next weekend
I mean this weekend.
- Per
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#2027: Pathfinding around obstacles not working - Trunk
---+
Reporter: j0shdrunk0nwar |Type: bug
Status: new |Priority: major
Milestone: unspecified | C
Guangcong Luo wrote:
> Most of the other problems with power flow I've been talking about the
> past few days are fairly minor in comparison. I could probably get
> used to them. But the one reason I listed above? That's not something
> I could get used to, since I'd never be able to do the mental
On Mon, Jul 26, 2010 at 9:37 PM, Guangcong Luo 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 o
#2028: Map opening problems in skirmish/2.3.2 (regression?)
+---
Reporter: hao |Type: bug
Status: new |Priority: major
Milestone: unspecified | Component: other
Hey all,
I made some patches to fix the CFURLRef leaks under Mac and I'd like to
know which solution you want used.
My first patch (dir.diff) adds a function and moves some code in a new
.h/.c file pair (makes main.c a little tidier).
The added function removes duplicate code and accompanying
On Tue, Jul 27, 2010 at 7:36 AM, Christian Ohm wrote:
> On Tuesday, 27 July 2010 at 3:20, Guangcong Luo wrote:
>> 2. Starting a game in T2 or T3 mode doesn't work - the game just
>> starts in T1 mode.
>
> r11305 breaks loading maps in T1.
To be fair, it only breaks loading maps in T1 for some ma
On Tue, Jul 27, 2010 at 02:51:44PM -0500, Guangcong Luo wrote:
>
> To be fair, it only breaks loading maps in T1 for some maps, and Rush,
> the map I usually test with, worked just fine. Anyway, I've fixed that
> too, now.
Just one more example of why programmers are the worst people to test thei
At least they can write codeTesting should be done on SVN Branch
2.3?
On Tue, Jul 27, 2010 at 15:23, Stephen Swaney wrote:
> On Tue, Jul 27, 2010 at 02:51:44PM -0500, Guangcong Luo wrote:
> >
> > To be fair, it only breaks loading maps in T1 for some maps, and Rush,
> > the map I usually
On Tue, Jul 27, 2010 at 3:23 PM, Stephen Swaney wrote:
> Just one more example of why programmers are the worst people to test their
> own code.
Erm, well, that's true, but what's your point?
-Zarel
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htt
#2029: Crash in multisync.c:218, pickADroid()
-+--
Reporter: Fastdeath |Type: bug
Status: new |Priority: major
Milestone: unspecified
On 7/27/10, Per Inge Mathisen <> wrote:
> 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
> depart
On Tue, Jul 27, 2010 at 6:31 PM, buginator wrote:
> On 7/27/10, Per Inge Mathisen <> wrote:
>> 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, I expect
Currently, we wait 2500ms for some sockets, and wait forever for other
sockets (which you may have noticed when the game "froze" on you), so
the question is, for reading the sockets, do we wait 2500ms as well,
or make it more or less ?
Remember, the higher the value, the longer the game waits for
On Tue, Jul 27, 2010 at 10:41 PM, buginator wrote:
> Currently, we wait 2500ms for some sockets, and wait forever for other
> sockets (which you may have noticed when the game "froze" on you), so
> the question is, for reading the sockets, do we wait 2500ms as well,
> or make it more or less ?
>
>
On 7/27/10, Guangcong Luo <> wrote:
> On Tue, Jul 27, 2010 at 10:41 PM, buginator <> wrote:
> > Currently, we wait 2500ms for some sockets, and wait forever for other
> > sockets (which you may have noticed when the game "froze" on you), so
> > the question is, for reading the sockets, do we wai
On Tue, Jul 27, 2010 at 10:46 PM, buginator wrote:
> Not for 2.3.x
> That would require tons more work / testing.
Okay, then. 2.5 seconds seems fine.
-Zarel
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