Re: [Warzone-dev] Pushing 2.1 out the door

2008-11-06 Thread Giel van Schijndel
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



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Re: [Warzone-dev] Pushing 2.1 out the door

2008-10-23 Thread Dennis Schridde
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


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Re: [Warzone-dev] Pushing 2.1 out the door

2008-10-21 Thread Zarel
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

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Re: [Warzone-dev] Pushing 2.1 out the door

2008-10-20 Thread Dennis Schridde
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.


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Re: [Warzone-dev] Pushing 2.1 out the door

2008-10-20 Thread Giel van Schijndel
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



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Re: [Warzone-dev] Pushing 2.1 out the door

2008-10-20 Thread bugs buggy
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.
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Re: [Warzone-dev] Pushing 2.1 out the door

2008-10-20 Thread Giel van Schijndel
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



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Re: [Warzone-dev] Pushing 2.1 out the door

2008-10-19 Thread Giel van Schijndel
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



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Re: [Warzone-dev] Pushing 2.1 out the door

2008-10-19 Thread 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
or attack another target.

-Zarel

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