Per Inge Mathisen schreef:
> I thought it was obvious due to the context of this discussion, but
> the main reason I want to use lua is to get rid of the dependencies on
> flex and bison. They are a maintenance nightmare.
Well, for that purpose (i.e. getting rid of flex & bison) we could also
look
On Fri, Jun 13, 2008 at 2:03 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> Per Inge Mathisen schreef:
>> On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel <[EMAIL PROTECTED]>
>> wrote:
>>> Sure, but do we want to change every single [lexer interpreted] file format
>>> to Lua?
>>
>> Why no
Per Inge Mathisen schreef:
> On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
>> Sure, but do we want to change every single [lexer interpreted] file format
>> to Lua?
>
> Why not? :-)
>
> I guess some can just plain be retired, like the animation lexer,
> which WZM
On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> Sure, but do we want to change every single [lexer interpreted] file format
> to Lua?
Why not? :-)
I guess some can just plain be retired, like the animation lexer,
which WZM will obsolete entirely.
- Per
__
Per Inge Mathisen schreef:
> On Fri, Jun 13, 2008 at 8:31 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
>> PS That someone is me. I changed several parsers (.y files) to use the
>> %destructor feature, which is only available without being seriously
>> broken in Bison > 2.1.
>
> Could we rever
On Fri, Jun 13, 2008 at 8:31 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> PS That someone is me. I changed several parsers (.y files) to use the
> %destructor feature, which is only available without being seriously
> broken in Bison > 2.1.
Could we revert those changes and go back to relyi
Ari Johnson schreef:
> On Thu, Jun 12, 2008 at 11:58 PM, bugs buggy <[EMAIL PROTECTED]> wrote:
>> You wouldn't happen to know what causes (or caused) this would you:
>> bison\ -y\ -d\ -o\"${INPUT_FILE_BASE}\".tab.h\ \"${INPUT_FILE_PATH}\"\
>> ||\ exit\ 1
>> bison\ -y\ -d\ -o\"${INPUT_FILE_BASE}\".
On Thu, Jun 12, 2008 at 11:58 PM, bugs buggy <[EMAIL PROTECTED]> wrote:
> On 6/13/08, Ari Johnson <[EMAIL PROTECTED]> wrote:
>> On Thu, Jun 12, 2008 at 10:55 PM, bugs buggy <[EMAIL PROTECTED]> wrote:
>> > Ari, when you get the time, is it possible to write down someplace
>> > what all is involved
On 6/13/08, Ari Johnson <[EMAIL PROTECTED]> wrote:
> On Thu, Jun 12, 2008 at 10:55 PM, bugs buggy <[EMAIL PROTECTED]> wrote:
> > Ari, when you get the time, is it possible to write down someplace
> > what all is involved in building the mac builds the way you want it to
> > be done?
> > In the
On Thu, Jun 12, 2008 at 10:55 PM, bugs buggy <[EMAIL PROTECTED]> wrote:
> On 6/8/08, Ari Johnson <[EMAIL PROTECTED]> wrote:
>> On Sun, Jun 8, 2008 at 9:36 AM, Per Inge Mathisen
>>
>> <[EMAIL PROTECTED]> wrote:
>>
>> > We found and fixed a serious endianness problem in the network code
>> > (packet
On 6/8/08, Ari Johnson <[EMAIL PROTECTED]> wrote:
> On Sun, Jun 8, 2008 at 9:36 AM, Per Inge Mathisen
>
> <[EMAIL PROTECTED]> wrote:
>
> > We found and fixed a serious endianness problem in the network code
> > (packet size was not byte swapped), which means we will have to
> > recreate the binar
Hi,
> Note that due to school stuff (i.e. a lack of planning on someone
> else's
> part, *does* constitute a problem on my part) I won't have a lot of
> time
> to spend on Warzone...
I will have to time whatsoever until the 19th. Might be able to do
the odd bit of tech support, but nothing
Freddie Witherden schreef:
> Per suggested that we should do some more testing first. Since Mac
> (PPC) <=> Anything else multiplayer games are now a reality I believe
> it is worth testing them some more. (This will be the first time that
> the netcode has been endian-tested.)
>
> Since we
Per Inge Mathisen schreef:
> On Sun, Jun 8, 2008 at 7:01 PM, Freddie Witherden <[EMAIL PROTECTED]> wrote:
>> Since we are yet to announce beta-3 I am suggesting that we remove
>> all beta3 builds from Gna! (there is always the nightly builds by
>> Giel if you want bleeding edge) or rename them acco
On Sun, Jun 8, 2008 at 7:01 PM, Freddie Witherden <[EMAIL PROTECTED]> wrote:
> Since we are yet to announce beta-3 I am suggesting that we remove
> all beta3 builds from Gna! (there is always the nightly builds by
> Giel if you want bleeding edge) or rename them accordingly.
I do not see why we ne
Hi all,
> Given that my binaries are subject to deletion anyhow, I'll let
> Freddie do it. Have fun.
Per suggested that we should do some more testing first. Since Mac
(PPC) <=> Anything else multiplayer games are now a reality I believe
it is worth testing them some more. (This will be the
Per Inge Mathisen schreef:
> We found and fixed a serious endianness problem in the network code
> (packet size was not byte swapped), which means we will have to
> recreate the binaries again. Sorry.
>
> Let me know when you are ready.
Recompiled the Windows binaries. Uploading them now, ETA is
On Sun, Jun 8, 2008 at 9:36 AM, Per Inge Mathisen
<[EMAIL PROTECTED]> wrote:
> We found and fixed a serious endianness problem in the network code
> (packet size was not byte swapped), which means we will have to
> recreate the binaries again. Sorry.
>
> Let me know when you are ready.
Given that
We found and fixed a serious endianness problem in the network code
(packet size was not byte swapped), which means we will have to
recreate the binaries again. Sorry.
Let me know when you are ready.
- Per
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Ari Johnson schreef:
> On Sun, Jun 8, 2008 at 7:26 AM, Per Inge Mathisen
> <[EMAIL PROTECTED]> wrote:
>> We now have two Mac builds. I understand that Ari's is a debug build,
>> while Freddie's is not? If that is the only difference, I'd like to
>> use Freddie's build for beta3, if none has any obj
On Sun, Jun 8, 2008 at 7:26 AM, Per Inge Mathisen
<[EMAIL PROTECTED]> wrote:
> We now have two Mac builds. I understand that Ari's is a debug build,
> while Freddie's is not? If that is the only difference, I'd like to
> use Freddie's build for beta3, if none has any objections to this.
Why would
We now have two Mac builds. I understand that Ari's is a debug build,
while Freddie's is not? If that is the only difference, I'd like to
use Freddie's build for beta3, if none has any objections to this.
- Per
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On Sat, Jun 7, 2008 at 3:45 PM, Freddie Witherden <[EMAIL PROTECTED]> wrote:
> Hi all,
>
>> The extracted .app totals about 70MB. I don't know if he did
>> something differently or not. The lack of communication led me to not
>> even know he had created one - or, for that matter, how he created
>
Hi all,
> The extracted .app totals about 70MB. I don't know if he did
> something differently or not. The lack of communication led me to not
> even know he had created one - or, for that matter, how he created
> one, since the game would not build as originally tagged for beta3.
The 'warzone/
On Sat, Jun 7, 2008 at 1:24 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Am Samstag, 7. Juni 2008 18:21:44 schrieb Ari Johnson:
>> On Sat, Jun 7, 2008 at 11:07 AM, Per Inge Mathisen
>>
>> <[EMAIL PROTECTED]> wrote:
>> > On Sat, Jun 7, 2008 at 5:21 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
>> >
Am Samstag, 7. Juni 2008 18:21:44 schrieb Ari Johnson:
> On Sat, Jun 7, 2008 at 11:07 AM, Per Inge Mathisen
>
> <[EMAIL PROTECTED]> wrote:
> > On Sat, Jun 7, 2008 at 5:21 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
> >> It was the removed level_parser.y that caused this. Easy fix. 2.1
> >> builds
Am Samstag, 7. Juni 2008 18:21:44 schrieb Ari Johnson:
> On Sat, Jun 7, 2008 at 11:07 AM, Per Inge Mathisen
>
> <[EMAIL PROTECTED]> wrote:
> > On Sat, Jun 7, 2008 at 5:21 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
> >> It was the removed level_parser.y that caused this. Easy fix. 2.1
> >> builds
On Sat, Jun 7, 2008 at 1:35 PM, Dennis Luxen <[EMAIL PROTECTED]> wrote:
>> I built a .dmg. http://hermes.theari.com/~ari/warzone-2.1_beta3.dmg
>> will host it until I hear that someone has put it on our download site
>> - let me know when that happens.
>
> I gave it a short testrun and had some pr
> I built a .dmg. http://hermes.theari.com/~ari/warzone-2.1_beta3.dmg
> will host it until I hear that someone has put it on our download site
> - let me know when that happens.
I gave it a short testrun and had some problems with the map not
getting drawn. It's just black. My buildings and ene
On Sat, Jun 7, 2008 at 11:07 AM, Per Inge Mathisen
<[EMAIL PROTECTED]> wrote:
> On Sat, Jun 7, 2008 at 5:21 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
>> It was the removed level_parser.y that caused this. Easy fix. 2.1
>> builds again and appears to run just fine. Also, if you copy
>> macosx/Wa
On Sat, Jun 7, 2008 at 5:21 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
> It was the removed level_parser.y that caused this. Easy fix. 2.1
> builds again and appears to run just fine. Also, if you copy
> macosx/Warzone.xcodeproj/project.pbxproj over into 2.1_beta3, that one
> should build as wel
On Wed, Jun 4, 2008 at 4:01 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
> On Wed, Jun 4, 2008 at 3:55 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
>> I haven't had time. Maybe Friday. It's a small fix but just requires
>> me to find time to sit down for long enough to do it and test it.
>> Didn't 2.
I haven't had time. Maybe Friday. It's a small fix but just requires
me to find time to sit down for long enough to do it and test it.
Didn't 2.1 still compile on OSX, though? I thought only trunk was
still broken. I will give it a shot here and see if it builds, then
report back.
On Wed, Jun
On Wed, Jun 4, 2008 at 3:55 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
> I haven't had time. Maybe Friday. It's a small fix but just requires
> me to find time to sit down for long enough to do it and test it.
> Didn't 2.1 still compile on OSX, though? I thought only trunk was
> still broken. I
Hello all,
I think we are back on schedule with 2.1 beta3, after some ugly
workarounds. Do anyone know a good reason to further delay 2.1 beta3?
Ari - any luck getting it to compile on MacOSX again?
- Per
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Per Inge Mathisen schrieb:
> Do anyone know a good reason to further delay 2.1 beta3?
CNN reported about a possible big troll tramp, due to the bad weather in
the last few days. Which could cause internet flactuences. Maybe we
should wait some days...
So, no. I don't know any reason :)
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