Re: [Warzone-dev] Pushing 2.1 out the door
Dennis Schridde schreef: Am Donnerstag, 23. Oktober 2008 07:23:06 schrieb bugs buggy: Also, I think we should do a Release Candidate of 2.1, just in case we missed something. Good idea. (This is just the current 2.1 branch, no need to create a new RC tag or anything right? ) Please do create a tag of everything you release. /tags/2.1_rc1 in this case. But Giel will take care of everything. :) If no one has any objections I intend to push out a release candidate this weekend. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Pushing 2.1 out the door
Hi! Am Donnerstag, 23. Oktober 2008 07:23:06 schrieb bugs buggy: Also, I think we should do a Release Candidate of 2.1, just in case we missed something. Good idea. (This is just the current 2.1 branch, no need to create a new RC tag or anything right? ) Please do create a tag of everything you release. /tags/2.1_rc1 in this case. But Giel will take care of everything. :) Greetings, Devu signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Pushing 2.1 out the door
On Mon, Oct 20, 2008 at 5:38 AM, Giel van Schijndel [EMAIL PROTECTED] wrote: Zarel schreef: They're pulse lasers (range 16) attacking something in range 11. I'd say that's not intended. That being said, I think most users, given the choice between no multi-turrets at all, or half-decent working multi-turrets they'd probably go for the latter. So I say that we make it a configuration option in the skirmish/multiplayer setup screen and give the users a choice. Then we could always include a bugfix in a bugfix release (e.g. 2.1.1, 2.1.2, etc.) later on if we find one. If users want half-working multi-turrets, they can use trunk. I think a stable version should be, as its name implies, stable. In addition, having the configuration in multiplayer would require some kind of change to the netcode to make sure everyone has it configured the same way, which would require a lot of work that would need to go through testing. In other words: On Mon, Oct 20, 2008 at 5:38 AM, Giel van Schijndel [EMAIL PROTECTED] wrote: Okay, so just remove multi-turret support from 2.1 altogether then? And redirect users to trunk (nightly builds for windows users) if they want multi-turret support? Yes. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Pushing 2.1 out the door
Am Montag, 20. Oktober 2008 01:09:50 schrieb Zarel: On Sun, Oct 19, 2008 at 5:01 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: The only reason for not including/enabling this would be that it looks bad right? If that's the case I'd say: add a config option to disable it and let people decide for themselves. No, ordering is also broken - half the time if you order a unit to attack, the primary turret will fire but the secondary will do nothing Ok, that is an issue. or attack another target. This is intended, if the 2nd turret is out of range. signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Pushing 2.1 out the door
Zarel schreef: On Mon, Oct 20, 2008 at 3:26 AM, Dennis Schridde [EMAIL PROTECTED] wrote: Am Montag, 20. Oktober 2008 01:09:50 schrieb Zarel: On Sun, Oct 19, 2008 at 5:01 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: The only reason for not including/enabling this would be that it looks bad right? If that's the case I'd say: add a config option to disable it and let people decide for themselves. No, ordering is also broken - half the time if you order a unit to attack, the primary turret will fire but the secondary will do nothing Ok, that is an issue. or attack another target. This is intended, if the 2nd turret is out of range. They're pulse lasers (range 16) attacking something in range 11. I'd say that's not intended. That being said, I think most users, given the choice between no multi-turrets at all, or half-decent working multi-turrets they'd probably go for the latter. So I say that we make it a configuration option in the skirmish/multiplayer setup screen and give the users a choice. Then we could always include a bugfix in a bugfix release (e.g. 2.1.1, 2.1.2, etc.) later on if we find one. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Pushing 2.1 out the door
On 10/20/08, Per Inge Mathisen [EMAIL PROTECTED] wrote: On Mon, Oct 20, 2008 at 12:38 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: That being said, I think most users, given the choice between no multi-turrets at all, or half-decent working multi-turrets they'd probably go for the latter. Unfortunately, we get to deal with their bug reports when it doesn't work. I should have been verbose as to why I thought that it should be disabled. So I say that we make it a configuration option in the skirmish/multiplayer setup screen That is a lot of work. You need to disable multiturrets both in GUI and in AI without touching the .txt files. You risk introducing new bugs. and give the users a choice. Users only want a choice until given a choice, then they want it to work. Besides, in my experience, making it a user choice is a much too easy excuse not to fix problems. I do not want us to start accumulating half-dead (undead?) code this way. If we disable it, then maybe someone will step up to fix it. - Per That pretty much is the reason. The code never was finished, and has too many issues for a 2.1 release. It is a nice thing to have, but I rather not deal with the additional bug reports over something that isn't finished yet. Look at the forums, and you will see how silly it can look, and the problems associated with this. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Pushing 2.1 out the door
bugs buggy schreef: On 10/20/08, Per Inge Mathisen [EMAIL PROTECTED] wrote: On Mon, Oct 20, 2008 at 12:38 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: and give the users a choice. Users only want a choice until given a choice, then they want it to work. Besides, in my experience, making it a user choice is a much too easy excuse not to fix problems. I do not want us to start accumulating half-dead (undead?) code this way. If we disable it, then maybe someone will step up to fix it. That pretty much is the reason. The code never was finished, and has too many issues for a 2.1 release. It is a nice thing to have, but I rather not deal with the additional bug reports over something that isn't finished yet. Look at the forums, and you will see how silly it can look, and the problems associated with this. Okay, so just remove multi-turret support from 2.1 altogether then? And redirect users to trunk (nightly builds for windows users) if they want multi-turret support? -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Pushing 2.1 out the door
Elio Gubser schreef: The issues that must be done still: *Disable multi-turret support. hmm, people (at least me) really love that feature and would hazard the consequences (imo and what i've read in the forums) The only reason for not including/enabling this would be that it looks bad right? If that's the case I'd say: add a config option to disable it and let people decide for themselves. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Pushing 2.1 out the door
On Sun, Oct 19, 2008 at 5:01 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: The only reason for not including/enabling this would be that it looks bad right? If that's the case I'd say: add a config option to disable it and let people decide for themselves. No, ordering is also broken - half the time if you order a unit to attack, the primary turret will fire but the secondary will do nothing or attack another target. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev