Christian Ohm wrote:
> On Saturday, 12 September 2009 at 15:51, Per Inge Mathisen wrote:
>> I'm quite sure that not all bugs are fixed, but the amount of bug
>> fixes in 2.2.3 is large enough to warrant a new release, unless anyone
>> is actively working on an important fix that we should add first
Per Inge Mathisen wrote:
> On Sat, Sep 12, 2009 at 4:11 PM, i-...@yandex.com wrote:
>>>* Fix: Some sounds were missing for super cyborgs (ticket:830, r8102)
>> Per, are you sure it's not a #919? IFAIK Ticket #830 is for baba
>> screams, not weapon sounds.
>
> Possibly. I just tried to reconst
On 1/1/10, Per Inge Mathisen wrote:
> On Fri, Jan 1, 2010 at 5:14 PM, Dennis Schridde wrote:
> > Am Freitag, 1. Januar 2010 17:01:58 schrieb ...@users.sourceforge.net:
> >> Revision: 8906
> >> Property Changed:
> >>
> >> branches/2.3/
> >> branches/2.3/data/mods
On 1/2/10, NoName wrote:
> Am 02.01.2010 19:03, schrieb Dennis Schridde:
>
> > Hello!
> >
> > Am Samstag, 2. Januar 2010 18:07:36 schrieb Daniel Kliman:
> > Kamaze likes to maintain a server and provide us with hosting. (At least
> > last
> > time I talked to him.)
> >
> I still do, but i'm a
On 1/4/10, Kreuvf wrote:
> Per Inge Mathisen wrote:
> > So here is my suggestion: We pick one branch as the final campaign
> > release tree, and at some point branch it to become an "original
> > campaign only" branch, removing anything other than campaign from it
> > (ie no skirmish, multipla
On 1/16/10, C yp wrote:
> Hi, I was told big commits should go on this mailing list before being
> committed. And apparently a quick rewrite of a few files is considered a big
> commit.
Sounds good, but just a slight note, since we are still using svn for
our VCS, all patches should be in svn-dif
This was sitting in my inbox, and I thought it could help our userbase
with their PulseAudio issues.
-- Forwarded message --
From: Chris Robinson
Date: Jan 17, 2010 10:25 PM
Subject: [Openal-devel] OpenAL Soft 1.11.753 released!
To: ope...@opensource.creative.com
Cc: openal-de...@
On 1/25/10, wp1004671-obooma wrote:
>
> First of all, hello everybody in the mailing list.
> I am not going, for now, to commit to anything else but DyDo, for the
> future let`s see but my programmer skills are not that good...and here to
> the second point, I have no idea how this all works ->
On 1/7/10, Per Inge Mathisen wrote:
> On Thu, Jan 7, 2010 at 4:01 AM, wrote:
> > PNG optimization, also known as 'Crush them all!'.
>
> Again?
>
> Did you measure any significant savings from doing this? It is kinda
> annoying to have to download every image anew for every working copy,
> y
On 1/28/10, Per Inge Mathisen wrote:
> On Thu, Jan 28, 2010 at 10:34 AM, wrote:
> > Revision: 9538
> >
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=9538&view=rev
> > Author: zarelsl
> > Date: 2010-01-28 09:34:18 + (Thu, 28 Jan 2010)
> >
> > Log Message:
>
On 1/16/10, dak180 wrote:
> Because Zarel is currently unable to post to the list he asked me to pass
> this on; http://developer.wz2100.net/ticket/1415
>
>
Yeah, I know this is obviously too late now, and I don't see any
replies here on the ML, but I assume that the replies about this patch
was r
On 1/29/10, Guangcong Luo wrote:
> On Fri, Jan 29, 2010 at 7:36 AM, Per Inge Mathisen
>
> wrote:
>
> > I highly doubt that forum users are in any way statistically
> > representative of ordinary users, nor in my experience are they good
> > representatives of the interests of ordinary users. We
On 1/28/10, Per Inge Mathisen wrote:
> Hello,
>
> The Qt port branch has come a long way recently, and now runs entirely
> without SDL and QuesoGLC (and all its dependencies). I would like to
> merge it into trunk soon, so I would encourage everyone to take the
> branch for a test run, and see
Greetings all.
Talking with sourceforge, they said if we are still having issues with
svn being slow, we can open a ticket with them, and they can migrate
us over to their BETA svn server which would need svn:// access
instead of https:// access that we have now.
Buginator: Submit a ticket
As was previously mentioned a long time ago, Debian will be freezing in March.
ok, so the latest release team mail says "we propose freezing
in March 2010."
to transition to testing/squeeze, wz needs 10 days in
unstable, but IIRC as long as it is uploaded before the freeze the
release team will
Revision: 9250
Author: zarelsl
Date: 11:52:01 PM, Friday, January 15, 2010
Message:
An assert to figure out why time travel is occurring.
Revision: 9257
Author: zarelsl
Date: 5:26:45 PM, Saturday, January 16, 2010
Message:
Some hacks to paper over the time travel bug.
Just what is the
Revision: 9459/9460
Author: dak180
Date: 12:19:43 AM, Sunday, January 24, 2010
Message:
Turn -Werror off to keep Zarel sane.
AFAIK, there is a very good reason to keep -Werror *ON*, and that is,
we will see less commits that will break linux builds.
I advise to revert this and change it ba
Revision: 9544
Author: cypr
Date: 9:55:50 AM, Thursday, January 28, 2010
Message:
visibility: Make object-object visibility less weird and less inefficient.
What is your definition of 'weird' ?
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This is very annoying, all dev packages should belong where we have
all the rest of the dev packages. Namely, here:
http://download.gna.org/warzone/development/devpkg/
There is no reason why there should be an exception for mac dev packages.
Revision: 9218
Author: dak180
Added : /branc
I was thinking this weekend (2/6/10) will be a good time to release Beta 10.
Anyone got any show stopping bugs that need to be looked at, please
list them, (hey wait, don't list them, fix them! ;)) and I can take a
look when I get back.
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I thought everyone knew this, but I guess not...
In physFS, we have only one "write" directory.
That directory is the one where we have permission to write whatever we want.
That directory is the one the game __should__ look for for anything
and everything that is user game related. The only exce
=
Note that this new environment has the following up-front limitations:
* No integration with the trac hosted app
* No stats tracking -- changes that occur while this is in test stage
may not ever get reflected in the site stats.
* L
On 2/5/10, Guangcong Luo wrote:
> On Fri, Feb 5, 2010 at 7:27 PM, buginator wrote:
> > We should make a 'mods' directory in the config directory, and deal
> > will all mods there.
>
> I'm fine with that.
>
>
> > Before the release of Beta
Today we bring you Beta 10.
More bugs were squashed, multiplayer sync improvements and for more
information, see the changelog. :)
Note, when playing multiplayer games, you will see some "info" log
lines, these are NOT errors or warnings, it is to help us track down
issues that were reported in t
Another day, another new member has joined the project.
Welcome Safety0ff!
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For those of you not keeping score, so far, from the input I have been
getting about which (D)VCS, we should use, this is the breakdown so
far.
svn: As I already posted, we could migrate to the new beta servers,
but we would have those restrictions that was already mentioned.
git: still unfriendl
On 2/11/10, dak180 wrote:
> Rail Guns as described and as depicted in the in-game modules are actually
> Coil Guns.
>
> We should probably rename them to reflect this, as that would be easer than
> redoing the descriptions and modules.
>
I have no objections.
On 2/14/10, Per Inge Mathisen wrote:
> On Sun, Feb 14, 2010 at 7:02 AM, wrote:
> > Revision: 9800
> >
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=9800&view=rev
> > Author: buginator
> > Date: 2010-02-14 06:02:27 + (Sun,
On 2/16/10, Guangcong Luo wrote:
> On Mon, Feb 15, 2010 at 10:11 AM, mike varner wrote:
> > is it possible to make warzone 2100 use a dual action PC controller for
> > the games
> > i been trying to fine the keys for but it not there
>
>
> Hello, Mike.
>
> warzone-dev is a mailing list for th
On 2/6/10, wrote:
> Revision: 9690
>
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=9690&view=rev
> Author: sendai
> Date: 2010-02-06 20:20:06 + (Sat, 06 Feb 2010)
>
> Log Message:
> ---
> Allow loading broken maps that have duplicate buildings when as
I was thinking it was time we do another release on the 21st.
I don't think we have any blocker bugs left for a 2.3 RC 2 (?) release.
We do have a build issue for the cross-compiler. It has the same
issue as described here: http://developer.wz2100.net/ticket/1590
We could add --disable-dependen
On 2/17/10, Guangcong Luo wrote:
> On Wed, Feb 17, 2010 at 6:18 AM, Per Inge Mathisen
> wrote:
> > http://developer.wz2100.net/ticket/702
> >
> > Rearm pads. Not necessary.
>
>
> Not being able to see your rearm pad is a pretty big issue... weren't
> you the one who set that one's priority t
On 2/17/10, Guangcong Luo wrote:
> On Wed, Feb 17, 2010 at 11:24 AM, Christian Ohm wrote:
> >> Can anyone think of anything else that needs to be looked at before we
> >> do a 2.3 RC 2 (?) release?
> >
> > But to get to the important questions, why not rc1.5?
>
>
> How's about RC 1a?
>
RC 1b
You know how in debug builds, we show the level name and time?
I want to turn this on for release builds as well, so people can be
much more specific on what level they really are on, (especially for
mac people, since they don't have good crash dumps or logs, and it
seems accessing the terminal or
On 2/18/10, Per Inge Mathisen wrote:
> Hello,
>
> In my effort to clean up the basic engine definitions, I would like
> remove the armour hit sides. This was added a while ago by Watermelon,
> and to my best knowledge it has never been used for anything useful or
> interesting, nor do players
On 2/19/10, Giel van Schijndel wrote:
>
> None of these ^^ commits are necessary.
>
> Using another HOST_TRIPLET than mingw32 can be achieved by specifiying
> "HOST_TRIPLET=${whatever_you_want}" as command line argument to
> __BUILD_SCRIPT.
Well, while not 100% necessary, it didn't really make
For all future builds, starting with 2.3 rc* (insert whatever,
1a/1b/2...) I think we should enable the compiler flag
-fstack-protector-all, to help us with stack corruption issues.
This would be enabled for both release & debug builds, on all
platforms except mac, since it looks like 10.4 doesn't
This wasn't a good week to release anything it seems.
Those last minute patches that we thought would be good, turned out to
be not so good.
In #warzone2100-games, as soon as people started to get beta 11, they
had issues, from crashes to connections problems to not being able to
start a game.
Th
On 2/22/10, Guangcong Luo wrote:
> On Sun, Feb 21, 2010 at 8:26 PM, buginator wrote:
> > Those last minute patches that we thought would be good, turned out to
> > be not so good.
>
>
> This statement seems to imply that it was the last-minute patches that
> we
On 2/23/10, buginator wrote:
> On 2/22/10, Guangcong Luo wrote:
>
> > On Sun, Feb 21, 2010 at 8:26 PM, buginator wrote:
> > > Those last minute patches that we thought would be good, turned out to
> > > be not so good.
> >
> >
> > This stat
A little update, after a few more fixes, and 1 8p game that everyone
entered OK, it seems to be working better.
My first thought was to make a tag on Wed. night, and then have some
testing results (hopefully people would make bug tickets), but I am
not sure that is the best course of action.
I am
OK, the new plan is to release Beta 11a this Friday night.
This should allow more people to play this version over the weekend.
The only question I have is, should we force --debug net on or not?
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We are apparently writing our crash dumps to a access controlled area,
and that is CSIDL_PROGRAM_FILES. (or in other words, that is the
normal install path of our game).
Needless to say, that is bad, and that is also why we have people say
they don't see a warzone2100.rpt file in their install di
We are apparently writing our crash dumps to a access controlled area,
and that is CSIDL_PROGRAM_FILES. (or in other words, that is the
normal install path of our game).
Needless to say, that is bad, and that is also why we have people say
they don't see a warzone2100.rpt file in their install di
In case people haven't noticed, in this ticket,
http://developer.wz2100.net/ticket/851 i-NoD thinks it is ready for
the shaders branch to die off, and merge it into trunk.
I have no objections to the merging.
Anyone else care to comment?
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Since we have a ton of feature requests in trac, I thought it might be
nice to start up a IdeaTorrent on our SF site.
"IdeaTorrent is what can be defined as an "open innovation software":
it lets people submit their ideas, brainstorm them, and vote on them."
And for the next 2.3 release, I am thi
On 3/8/10, Gilles J. Seguin wrote:
> On Mon, 2010-03-08 at 01:00 -0500, buginator wrote:
> > And for the next 2.3 release, I am thinking we should add more logging
> > calls to the template code (hey, it worked for the net code), and even
> > a specific console comman
Correct me if I am wrong, but shouldn't all our .c / .cpp files have
these two includes:
#include "lib/framework/wzglobal.h"
#include "lib/framework/frame.h"
The first one we use to set platform specific defines & compiler options.
The second one we use for platform specific overrides.
Since tha
Before I left, I was told there was going to be some balance changes,
and I haven't seen any for the beta 12 release, besides the
penetration fix for the cannons. Is this still going to happen?
The autoload of mods.
This is still causing issues, as can be seen by trac tickets where
people forget
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.
The codebase has changed too much, so any bug reports we get on this
version is pretty much meaningless in the vast majority of the cases.
We should u
In case anyone is following, this is the Qt trac ticket:
http://developer.wz2100.net/ticket/1549
It does build on all systems now (except for the cross-compiled
builds--I haven't had a chance to test that yet).
The main problems with Qt is, we have some serious Qt <->openGL issues
on all platform
This branch is where Cyp has been doing sync fixes to the netcode.
It looks like it is working only on 64bit platforms.
It fails in 32 bit MSVC builds, and cross-compiled builds. All known
compiler flags have been tried, but we can't get it to connect without
tons of sync errors.
Once those iss
As you may/may not know, on windows, we have UAC restrictions on vista
/ win7, so we (or SDL) can't write to the default path where we
install the game into.
On macs, it is pretty hidden on how to access the stdout/stderr logs as well.
I suggest we always turn on --debugfile with a file called
wz
On 4/4/10, Guangcong Luo wrote:
> Looks like the ML is back up.
Better late then never...
> Man, we had a long IRC debate over this.
Yeah, this mail was before that conversation.
> When Buginator removed the autoload feature in the 2.2 betas, I was
> under the impression that
On 4/5/10, Per Inge Mathisen wrote:
> On Mon, Apr 5, 2010 at 5:24 AM, wrote:
> > Revision: 10489
> >
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10489&view=rev
> > Author: buginator
> > Date: 2010-04-05 03:24:05 + (Mon,
On 4/5/10, Kreuvf wrote:
> Guangcong Luo wrote:
> > I don't think any other software company has done that, ever, which
> > should be the first clue that perhaps it's a bad idea.
>
> We are not a software company. And we do not produce commercial games, so
> please
> don't compare us with the
On 4/5/10, C yp wrote:
> On Mon, Apr 5, 2010 at 2:52 AM, Guangcong Luo wrote:
> > Looks like the ML is back up.
> > On Sat, Apr 3, 2010 at 2:27 PM, buginator wrote:
>
> >> ...
> >...
>
> >> The network code, AFAICT, we do not have any network rel
On 4/9/10, dydo...@users.sourceforge.net wrote:
> Revision: 10523
>
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10523&view=rev
> Author: dydo-ai
> Date: 2010-04-09 20:04:37 + (Fri, 09 Apr 2010)
>
> Log Message:
> ---
> to be replaced with new ones to
On 4/8/10, delphi...@users.sourceforge.net
wrote:
> Revision: 10509
>
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10509&view=rev
> Author: Delphinio
> Date: 2010-04-08 21:30:12 + (Thu, 08 Apr 2010)
>
> Log Message:
> ---
>
>
> Modified Paths:
>
On 4/6/10, Per Inge Mathisen wrote:
> 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 l
On 4/7/10, Safety0ff wrote:
> For fire effects (not only oil well fires,) the _killEffect_ function
> retrieves the tile from the position (Vector3f,) and clears the fire bit
> of that tile. Effect times seem to use integers.
> If you don't believe me then look at the _killEffect_ function, it
On 4/7/10, Guangcong Luo wrote:
> Hey, guys.
>
> There's been a lot of drama surrounding what should and shouldn't be
> committed to 2.3-branch. The things we are postponing to 2.3.1 are
> things that deserve testing, and I believe the sooner we get them
> tested, the better.
>
> I think there
On 4/5/10, Per Inge Mathisen wrote:
> 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.
On 4/7/10, Guangcong Luo wrote:
> This whole exercise is moot, though, since Per's preferred solution is
> to commit the savegame changes, but just don't do anything with the
> new saved data in 2.3.0.
>
Um... so where does disabling 'autoload' stand?
If your patch is *not* committed, then auto
On 4/10/10, Per Inge Mathisen wrote:
> I think we should try to push out a beta 13 this weekend. Unless I
> hear any objections, I will be tagging tonight.
>
Huh? What? Wait!
Define tonight? Just need to commit
http://developer.wz2100.net/ticket/1759, then we should be set.
It is getting very close to the release of 2.3, so I figure we should
sort a few things out before we hit the launch button.
Trac tickets basically boil down into tickets that are:
a) useless. (can't replicate, no good info in said ticket)
b) general corruption. (can't replicate)
c) other corrup
On 4/4/10, Guangcong Luo wrote:
> I think the bMultiMessages change I committed may have made the sync
> worse, so I guess it should be reverted once again. This is really
> frustrating, because it really does fix seven different bugs relating
> to bMultiPlayer having an unexpected value.
>
>
On 4/12/10, Guangcong Luo wrote:
> On Mon, Apr 12, 2010 at 8:21 PM, buginator wrote:
> > This hasn't been reverted yet any reason why not?
> > If you don't have time, then specify which revisions need to be
> > reverted, and I can do it.
>
>
>
Barring any other showstopping bugs, or objections, I think we should
tag 2.3 RC1a late Friday night or early Saturday morning to get this
out to as many of our current testers as possible before they start
their weekend gaming sessions.
All mod authors, please make whatever changes you need to ma
I was adding a version check to the lobby, to inform users that a new
client is available.
The question I have is, currently we (ab)use the version string to
include mod information.
ie: "2.3 svn" becomes "2.3 svn, mod:blah blah blah"
(1)If we still want to go with what is currently done, then it
On 4/11/10, Guangcong Luo wrote:
> Anyway, w.r.t. to our future, I have a new idea: We branch 2.4 right
> before merging in Qt and newnet. Trunk is reasonably stable, and the
> last time we branched trunk was over a year ago. Getting current trunk
> to stable should be a reasonably fast proces
On 4/14/10, Christian Ohm wrote:
> I've got the Playstation music track now (in its original 37800 Hz), and could
> add the Vorbis version (upsampled to 44100 Hz of course) to the music folder.
> Any objections?
I personally have no objections, but the PSX stuff is all in that gray
area of lega
On 4/14/10, Christian Ohm wrote:
> http://developer.wz2100.net/ticket/251
>
> If we can find a nice way to test if we're loading a game (game time if that
> works, or something else), this should be included I tink.
>
Anyone got some good savegames we can test this patch with?
Let's try this again, 2.3 is in a code freeze, and ONLY show stopping
bugs will be fixed.
It was suggested that we branch 2.3.0 from svn head, once we know the
status of the Dydo changes.
If the Dydo changes can't be rectified, then we will do what we did
the the 2.3_rc1a tag.
The 2.3.0 release
Once 2.3.0 has been released, we need to get the word out to all the
sites that we hit before, and all the others that link to the 2.2.x
series.
For now, all old links have been broken, except for these:
http://download.gna.org/warzone/releases/
http://download.gna.org/warzone/snapshots/
Whoever
On 4/17/10, Christian Ohm wrote:
> On Saturday, 17 April 2010 at 15:45, buginator wrote:
> > Let's try this again, 2.3 is in a code freeze, and ONLY show stopping
> > bugs will be fixed.
> >
> > It was suggested that we branch 2.3.0 from svn head, once we
Ok, branch/2.3 has been unfrozen with the creation of tag/2.3.0.
** DO NOT COMMIT into tags/2.3.0 without ML or IRC approval ***
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On 4/12/10, Dylan Dog wrote:
> ok, sorry but I have very low knowledge about svn.
>
> I had downloaded the two mentioned files, modified them locally then when I
> tried to "commit" them TortoiseSVN always gave me an error back ("file
> already exists" ??) which avoided the update on the branch. Th
On 4/20/10, Per Inge Mathisen wrote:
> On Tue, Apr 20, 2010 at 11:36 PM, Stephen Swaney 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 Stud
On 4/20/10, Guangcong Luo wrote:
> As I've mentioned several times, there are ways of gesturing "thanks"
> that don't mislead users into thinking Pumpkin Studios made 2.3 (and
> since they're defunct, Warzone must be a dead game). I mean, there is
> something wrong if "Pumpkin Studios" gets mor
On 4/22/10, Christian Ohm wrote:
> On Sunday, 18 April 2010 at 13:21, buginator wrote:
> > ** DO NOT COMMIT into tags/2.3.0 without ML or IRC approval ***
>
> Things we might possibly want to include in 2.3.0:
>
> http://developer.wz2100.net/changeset/10659 - fix com
On 4/23/10, dak...@users.sourceforge.net wrote:
> Revision: 10689
>
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=10689&view=rev
> Author: dak180
> Date: 2010-04-23 04:12:19 + (Fri, 23 Apr 2010)
>
> Log Message:
> ---
> Distinguish between different typ
Since we still have issues with multi-turrets, that have never been
fixed, I think we should disable them once again for 2.3.0.
Main issues, it still can look like crap, and the range issue for the
turrets, and I am sure there are some other issues hiding.
Objections ?
___
On 4/23/10, Guangcong Luo wrote:
> On Fri, Apr 23, 2010 at 7:21 PM, buginator wrote:
> > Since we still have issues with multi-turrets, that have never been
> > fixed, I think we should disable them once again for 2.3.0.
> > Main issues, it still can look like crap, and th
2.3.0 has been released, windows & source tarball have been completed,
and the mac builds are pending.
Thanks for all the hard work you all have done in getting 2.3.0 out the door.
We now move on to better things. :)
Here is a full changelog for 2.3.0 (you can thank me later!)
2010-04-24: Ver
If no objections, since we don't use it, we should kill \pkg\dpkg.
Any objections? Looks like it was used when we made debian builds,
but all the files in that directory are pretty much old / unnecessary.
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Since the sync bot is MIA again, (and it looks like it was skipping
patches as well) would it be ok to start doing mass syncs to those
branches, or will that hose up the history when we merge things back
to trunk ?
Is there a better way to handle syncs ?
__
On 4/26/10, Zarel wrote:
> On Mon, Apr 26, 2010 at 4:19 PM, Per Inge Mathisen
> wrote:
> > It will break mods... - Per
> And if one does, well, my recent cursor additions (not to mention your
> new icons for ECM stuff - at least, I think they're yours) will break
> it anyway. :P
>
> It's s
Because of the way some of the merges were done in this branch, it is
very difficult to find out what the exact change was that broke some
stuff in qt.
I think it would be much easier for us to rebase qt from trunk, and
apply the qt specific patches to a new branch.
I count around 74 patches, wit
On 4/27/10, Dylan Dog wrote:
> Hello
>
> Sorry for the late response to you PM on the forum.
> Yes, please help me to close the current DyDo thread, I`ll then open a new
> one. I do not know how to close the actual thread but it seems I do not have
> the rights...
Done.
> Which folder on svn I
On 4/28/10, dak180 wrote:
> On Apr 28, 2010, at 2:58 AM, Per Inge Mathisen wrote:
>
> > That leaves only
> > the question of whether git is good/user-friendly enough on
> > Windows/Mac.
>
> For a number of reasons I would prefer mercurial, of which I think the most
> important is that the mac g
On 4/29/10, Christian Ohm wrote:
> On Wednesday, 28 April 2010 at 18:34, NoName wrote:
> > I do still vote for Mercurial.
>
>
> How about accessing a git repo with hg?
>
> http://candidcode.com/2010/01/12/a-guide-to-converting-from-mercurial-hg-to-git-on-a-windows-client/
>
I belive you can do
After some more tinkering with the code, I finally found the issue
that MSVC was having. In short, a bool in c is a int, and in c++ a
bool !=int. It was always returning 256 on false, and -858993663 on
true. For those that don't see what that is, here:
false = 0x0100, true = 0xcc01 ma
On 4/30/10, Christian Ohm wrote:
> On Thursday, 29 April 2010 at 22:45, buginator wrote:
> > After some more tinkering with the code, I finally found the issue
> > that MSVC was having. In short, a bool in c is a int, and in c++ a
> > bool !=int. It was always return
On 5/3/10, Gilles J. Seguin wrote:
> what is missing from
> git://gitorious.org/warzone2100/mainline.git
> ?
> what is problematic ?
> who is lost ? the administrators or the users
>
Are you asking if we are using that? Officially, not really. We are
still using SVN.
_
On 5/3/10, Christian Ohm wrote:
>
> Since there seems to be no winner in the RCS discussion, we have basically
> two
> choices: 1. stay with SVN, 2. Decide on one of them (as backend at least).
> From
> what I've read, it seems it is easily possible to access a git repository
> with
> both
On 5/5/10, james wrote:
> It happening with me in a single player skirmish mode with
> sk-cocktate. and they are getting longer the longer the game goes on.
> its at 6:20 hours but I have saved and rebooted several times and it
> just keeps getting worse. the mouse still moves around the screen
On 5/7/10, Kronos wrote:
> while i didn't wanted to extend this discussion here, the same problem
> happens here, and worse, it was happening at multi-play. Last time it
> happened, the game completely froze off, and the only way to exit the game
> was rebooting my machine.
>
> Seriously, I don't b
On 4/30/10, buginator wrote:
> On 4/30/10, Christian Ohm wrote:
> > On Thursday, 29 April 2010 at 22:45, buginator wrote:
> > > After some more tinkering with the code, I finally found the issue
> > > that MSVC was having. In short, a bool in c is a int, and
We have a hg test repo of the Qt branch up and running here:
ssh://usern...@warzone2100.hg.sourceforge.net/hgroot/warzone2100/qt_test
Have at it. :)
If you never used if before, then this is a good tutorial:
http://hginit.com/ (everyone says this is the best one)
If you rather watch a video fro
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