Zarel wrote:
lots of good reasons for good changes
Fine with me.
- Gerard
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Kreuvf wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Dennis Schridde wrote:
Explanation of the acronym TD and a short summary of the contents would be
nice.
I figured out that TD stands for Tower Defense which reminds me of the
Starcraft defense maps.
But I am curious
Florian Schanda wrote:
Our eventual aim is to write a random map generator for warzone
Nice. I already have a start of that, but it is far from finished. Take
a look at the random_map branch in the
git://gitorious.org/warzone2100/gerard_.git repository. What I have
currently got working is a
Per Inge Mathisen wrote:
On Mon, Mar 30, 2009 at 4:14 PM, Git SVN Gateway
g.c.k...@student.tudelft.nl wrote:
Fix ticket #293: Crashes in netlog code.
Did you find the same fix hidden in my 2.2 branch, too? ;-)
I didn't, thanks for reminding me. I guess I'll have to set up a
Per Inge Mathisen wrote:
Popular suggested or created modifications
to the game rules quickly become integrated into the core rules,
draining the pool of mods available for players.
True, but if the mods would not have been there, would the same changes
have been included in the game? Mods
Hello everyone,
I'm still a little sad that we didn't switch to Git. However, I made it
possible to use both Git and SVN.
Anyone who wants to crawl out of the SVN pit is welcome to clone
git://gitorious.org/warzone2100/mainline.git
If you have any interesting commits in your public repository
Hi all,
I'm glad the Ready for the switch to git? email spawned a lively
discussion, and that a lot of people tried to actually use git. Below
are replies to different people, bundled together to prevent me from
repeating myself:
Zarel wrote:
2009/3/13 Stephen Swaney sswa...@centurytel.net
Freddie Witherden wrote:
+1 on sticking with SVN.
Could you tell us your reasons for wanting to stick with svn?
- Gerard
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Per Inge Mathisen wrote:
Personally I am scared by things like this:
On Fri, Mar 13, 2009 at 11:49 AM, Dennis Schridde devuran...@gmx.net wrote:
Devurandom has convinced me that a shared repository (with multiple
people pushing to) does not work well with git.
The wording is
Hello everyone,
Due to:
- GNA being unable to provide reliable SVN access to everyone
(especially to Buginator)
- Terrible support for branches in SVN
- Devu, Giel and me using it already
I would like to propose we switch to Git (http://git-scm.com/) for our
version control needs.
Advantages:
Per Inge Mathisen wrote:
I would like to suggest that we start refactoring the Warzone codebase
so that it can more easily be unit tested aggressively.
Would it be an idea to wait for the merge from the terrain and the lua
branch? That's going to be one hell of a job after we refactor the
Freddie Witherden wrote:
Hi all,
On 31 Jan 2009, at 09:05, Dennis Schridde wrote:
Nope, not much holding back 2.2.
I would like to see the new lobby protocol which Gerard was working on
make it into 2.2. Will simplify things in the future.
I did slightly more work on it,
Hi everyone,
Merry Christmas! We have only just released 2.1, but I think we should
be deciding on the next release already.
The two points to consider are:
* what do we want to include?
* when do we want to do the release.?
We currently have a really stable trunk. (when was the last time it
Dennis Schridde wrote:
Am Donnerstag, 25. Dezember 2008 15:51:16 schrieb Gerard Krol:
Hi everyone,
Merry Christmas! We have only just released 2.1, but I think we should
be deciding on the next release already.
Generally I agree.
But what are the new features of current trunk
Per Inge Mathisen wrote:
On Sat, Nov 29, 2008 at 6:13 PM, Dennis Schridde [EMAIL PROTECTED] wrote:
Mixing and matching mods is never a good idea. If we encouraged it
then it would just lead to more useless bug reports.
That's all the fun. ;) Multiple mods. Of course there'd be
Hi all,
We are using a lot of branches lately, and it would be nice to be able
to use the new merge tracking features which are available in svn 1.5.
As far as I know upgrading would not have any disadvantages (after
rebuilding the index). See
Kreuvf wrote:
How is the performance affected?
Try it out yourself (branches/terrain) and report the framerate you get.
For me it drops the framerate by 50% currently. But this is with 7
terrain layers and no optimisations. Most levels look fine with only 4
layers. I guess we can reduce it to
Hi all,
Please check out
http://forums.wz2100.net/viewtopic.php?f=6t=2379p=23075#p23075 and
tell me what you think.
Regards,
Gerard
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The untested commit: after a careful reading of the code you conclude
that there possibly can't be any bugs left. Unfortunately a trivial bug
renders the entire program unusable. Better stay available to do
emergency fix-ups.
(coloured cursors anyone?)
Nice list. Now how to make sure people
URL:
http://gna.org/patch/?
Summary: Fade out the edges of the visible map to prevent
popping mountains
Project: Warzone Resurrection Project
Submitted by: gerard_
Submitted on: Saturday 11/08/2008 at 21:27
Category:
Dennis Schridde wrote:
Am Donnerstag, 7. Februar 2008 20:19:17 schrieb Gerard Krol:
Author: gerard_
Date: Thu Feb 7 20:19:15 2008
New Revision: 3712
URL: http://svn.gna.org/viewcvs/warzone?rev=3712view=rev
Log:
Make sure that long lines of text are correctly drawn and wrapped
, and
not necessarily bring system requirements down, but along with other
optimizations, keep them from skyrocketing upwards.
On Feb 5, 2008 2:26 PM, Gerard Krol [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
URL:
http://gna.org/bugs/?10995
Summary: --nosound
Kelly Anderson wrote:
Hmmm, amazing, as soon as I saw the patch on the mailing list I
realized I could use a variable that's already set by
autoconf/automake instead of the PWD thing. :-D
Here's the version that properly embraces autoconf/automake.
Seems to work fine here. Committed in
Summary of opinions about replacing the scripting language:
Ari: Worthwile, python too heavy weight
Dennis: We should ask Troman
Troman: Likes the current scripting engine (+ its syntax), does not want
to sacrifice functionality
Freddy: We should have an automatic converter, would like a branch
URL:
http://gna.org/patch/?908
Summary: New sequence code preview
Project: Warzone Resurrection Project
Submitted by: gerard_
Submitted on: Wednesday 12/26/2007 at 11:42
Category: Feature
Priority: 5 -
Hi everybody,
You all know we are in the possession of our very own scripting
language. From time to time the question has been raised if we'd want to
replace the home grown language with something more standard. The
advantages would be:
* We don't need to maintain the old scripting
My experience is that just committing something to trunk is the easiest and
quickest way to test changes.
Why not commit the entire patch this weekeind and have every developer run the
game in a debugger and play a few games? I suppose we can catch all bugs in a
few hours then. We can always
The BSP's are not used anywhere in the actual rendering code, so any change in
fps should be impossible.
The PIETOOL defines can be dropped.
- Gerard
-Original Message-
From: [EMAIL PROTECTED] on behalf of Per Inge Mathisen
Sent: Mon 23-4-2007 20:08
To: Development list
Subject:
This is interesting, in C++ mode MSVC seems to be almost C99 compatible:
http://groups.google.nl/group/comp.lang.c/browse_thread/thread/dbb0628227294c59/231a8816e8e87e3e
Could someone test this?
- Gerard
-Original Message-
From: [EMAIL PROTECTED] on behalf of Per Inge Mathisen
Sent:
Giel van Schijndel wrote:
Gerard Krol schreef:
Author: gerard_
Date: Sat Apr 7 15:23:14 2007
New Revision: 1032
...
4. Commented out some unused sound code. I just love Valgrind :)
There's no need to comment out code, in fact it probably is better to
simply remove it. If we
Kamaze wrote:
Original-Nachricht
From: - Mon Apr 09 13:31:27 2007
Date: Sun, 8 Apr 2007 21:50:33 -0300
From: Alejandro Pulver [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Compilation error at generated resource_parser.tab.h
Mime-Version: 1.0
Content-Type:
Constantine Pokrovsky wrote:
Hi. I have reversed the video decompressor. Please, give me some
information how to implement the rendering mechanism in the best way.
I suppose you mean the decoder for the RPL format? That's quite an
achievement, but I'm afraid that does not help us in any way.
I had this too, but not anymore with the old memory system ripped out.
Could you try current svn trunk and see if the crash still occurs?
- Gerard
The Watermelon wrote:
On 4/2/07, [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]*
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote:
On Mon, 02 Apr
[EMAIL PROTECTED] wrote:
The patch in 835 which is (i think),
pimemode.c:void pie_ScreenFlip(CLEAR_MODE clearMode)
if (screen_GetBackDrop()) { screen_Upload(NULL);}
Is wrong.
I don't hope so, that was my first commit ;)
This breaks shadows backdrops. You can tell instant at CAM_3A.
Kamaze wrote:
Original-Nachricht
Betreff: warzone2100-2.0.5 fails to compile on Gentoo/amd64
Datum: Mon, 26 Feb 2007 00:34:24 +0300
Von: Dmitrij Czarkoff [EMAIL PROTECTED]
An: [EMAIL PROTECTED]
Tried to compile warzone2100 on my amd64 machine (both via portage and
manually).
I'd say we'd better use a more mature alternative, as Lua or Python.
A little comparison:
Anglescript, call script function from C:
http://www.angelcode.com/angelscript/sdk/docs/manual/pages/man_callscriptfunc.html
Anglescript, call C function from script:
no clear example found
Python, call
Giel van Schijndel wrote:
Author: muggenhor
Date: Mon Feb 19 22:52:27 2007
New Revision: 792
URL: http://svn.gna.org/viewcvs/warzone?rev=792view=rev
Log:
* removed some redundant code from src/data.c:
- the function dataAudioLoad first checked whether the audio system is
disabled and if it
Per Inge Mathisen wrote:
On 2/17/07, Gerard Krol [EMAIL PROTECTED] wrote:
I went duplicate code hunting, and fixed these occurrences of
copypaste. There are quite some more, but I leave those for another
time.
I have been working on this, and committed parts of it, but it is a
real pain
Dennis Schridde wrote:
Am Samstag, 17. Februar 2007 schrieb Gerard Krol:
By tweaking 2 lines the water really improves a lot!
4p-Sk-FishNets is a good map to test.
- Gerard
I applied it in my local copy...
Nice in general, but the alpha change should be done to the texture
By tweaking 2 lines the water really improves a lot!
4p-Sk-FishNets is a good map to test.
- Gerard
Index: src/display3d.c
===
--- src/display3d.c (revision 774)
+++ src/display3d.c (working copy)
@@ -120,10 +120,10 @@
#define
Hi,
I went duplicate code hunting, and fixed these occurrences of
copypaste. There are quite some more, but I leave those for another time.
- Gerard
PS. Patches pending commit: fog.patch (2007-2-10)
duplicates.patch.gz
Description: GNU Zip compressed data
Hi,
The data/texpages/tertiles* texture pages were messed up because someone
just enlarged the whole image. This caused tiles to bleed into adjacent
ones. I retrieved the original files from the Berlios repository and
scaled those tile by tile using a self written Python script. If any
other
Giel van Schijndel wrote:
Giel van Schijndel schreef:
Gerard Krol schreef:
I know I only posted it only 4 days ago, but I really sleep better
when I know my patches have been applied. Could someone apply this
patch? I even polished it a little bit more.
This patch prevents
I know I only posted it only 4 days ago, but I really sleep better when
I know my patches have been applied. Could someone apply this patch? I
even polished it a little bit more.
This patch prevents a segfault when designing a droid on amd64.
Reproduce: on amd64, go to the droid design screen
The Watermelon wrote:
On 2/10/07, *Gerard Krol* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Hi all,
As some of you may know, power required and hit points of droid parts
are stored in central arrays. Individual body types are an index into
this array and are used like
Fog of War seems to be broken in that it renders a foggy sky instead
of a black background. Fixed that.
- Gerard
Index: src/loop.c
===
--- src/loop.c (revision 726)
+++ src/loop.c (working copy)
@@ -183,8 +183,9 @@
#endif
//JPS
Hi all,
As some of you may know, power required and hit points of droid parts
are stored in central arrays. Individual body types are an index into
this array and are used like this:
(asBodyStats + psTemplate-asParts[COMP_BODY])-buildPower
The code in intSetTemplatePowerShadowStats and
Hi,
I'm pleased to say that Warzone seems to run fine on AMD64, that is,
after applying the attached patch.
For a return type of bool (integer value 0) the array gets accessed
with a negative index of -11. This just goes unnoticed most of the time
I guess, but I was lucky to experience a
for removing the AND and OR macro's
Gerard Krol schreef:
Hi all,
The AND and OR macro's annoyed me, so I decided to remove them in flavor of
the native and ||.
- Gerard
Erm, maybe try another mail client than MS outlook, because all
attachments I see is winmail.dat (oulook is known
Hi,
How about putting a link to
http://java.freenode.net/index.php?channel=warzone on the page
http://www.wz2100.net/irc-chat.html,
or even the applet itself like described at:
http://java.freenode.net/howto.php ?
Regards,
Gerard
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Ari Johnson wrote:
Yes, the bug is still there.
On 12/8/06, Dennis Schridde [EMAIL PROTECTED] wrote:
Is the bug in this code still present? Or can we remove the tmp int?
lib/ivis_common/bitimage.c:92:
// Load the texture pages.
for (i = 0; i Header-NumTPages; i++) {
Dennis Schridde wrote:
Am Montag, 13. November 2006 00:04 schrieb Gerard Krol:
Dennis Schridde wrote:
Am Freitag, 10. November 2006 16:54 schrieb Gerard Krol:
Hi,
The complete lack of dependencies somewhat bothers me, so I ran (X11)
makedepend. Attached are changes
Dennis Schridde wrote:
Am Montag, 13. November 2006 19:54 schrieb Per Inge Mathisen:
Most of the sed code is just magic that I copied from somewhere else,
probably http://make.paulandlesley.org/autodep.html which is a
must-read.
Does that code run always before the %.o: %.c rule is
This change:
Revision 450 - (view) (download) (as text) - [select for diffs]
Modified Sat Nov 4 02:11:26 2006 CET (15 hours, 53 minutes ago) by devurandom
File length: 9752 byte(s)
Diff to previous 389
- Droped a lot of (nearly) unused types from lib/framework/types.h
- Remove lots of unused
Mittwoch, 1. November 2006 23:03 schrieb Gerard Krol:
Hi,
This evenings work ;)
new.patch contains the addition of two macro's, and the use of them to
replace MALLOC
MALLOC itself is a macro around some custom wrapper around malloc...
So perhaps we should also check if we
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