Re: [Warzone-dev] Getting rid of third-party mods

2009-05-08 Thread Zarel
2009/5/8 bugs buggy buginato...@gmail.com:
 Check the lua branch.  Most all these script issues will be fixed with
 lua, once we get that up and running.
 AFAIK, Gerard did have AIV at least partially converted.

Does Lua fix the BecomePrey issues? If so, why not just replace it
with BecomePrey?

BecomePrey was designed for 1.10, and Aiv was designed for 2.1, and
2.2 balance is _much_ more similar to 1.10 than 2.1. Plus, I've heard
that BecomePrey is overall a much better AI than Aiv - many have
mentioned that BecomePrey is hard to beat at the lowest settings,
while Aiv can be beaten by spamming flamers on lowest pretty easily.

-Zarel

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Re: [Warzone-dev] Getting rid of third-party mods

2009-05-08 Thread Per Inge Mathisen
On Fri, May 8, 2009 at 8:05 AM, Zarel zare...@gmail.com wrote:
 BecomePrey was designed for 1.10, and Aiv was designed for 2.1, and
 2.2 balance is _much_ more similar to 1.10 than 2.1. Plus, I've heard
 that BecomePrey is overall a much better AI than Aiv - many have
 mentioned that BecomePrey is hard to beat at the lowest settings,
 while Aiv can be beaten by spamming flamers on lowest pretty easily.

Note that these balance issues have almost entirely to do with the
given selection of droid templates that each AI has, and almost
nothing whatsoever to do with the AI script code itself.

Changing the droid templates for an AI script is pretty trivial. If
the templates for AIV are so bad (which sounds quite probable), we can
just replace them with the templates for trunk AI.

  - Per

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Re: [Warzone-dev] Getting rid of third-party mods

2009-05-08 Thread Freddie Witherden

Hi all,

On 8 May 2009, at 07:52, Per Inge Mathisen wrote:

Note that these balance issues have almost entirely to do with the
given selection of droid templates that each AI has, and almost
nothing whatsoever to do with the AI script code itself.


Also worth pointing out that AIV was never tweaked for T3. It was  
designed primarily for T1 and early T2.


Regards, Freddie.


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Re: [Warzone-dev] Getting rid of third-party mods

2009-05-08 Thread bugs buggy
On 5/8/09, Zarel zarelxxx...@gmail.com wrote:
 2009/5/8 bugs buggy buginxxx...@gmail.com:

  Check the lua branch.  Most all these script issues will be fixed with
   lua, once we get that up and running.
   AFAIK, Gerard did have AIV at least partially converted.


 Does Lua fix the BecomePrey issues? If so, why not just replace it
  with BecomePrey?

  BecomePrey was designed for 1.10, and Aiv was designed for 2.1, and
  2.2 balance is _much_ more similar to 1.10 than 2.1. Plus, I've heard
  that BecomePrey is overall a much better AI than Aiv - many have
  mentioned that BecomePrey is hard to beat at the lowest settings,
  while Aiv can be beaten by spamming flamers on lowest pretty easily.


Nobody has converted BP to lua yet.

The main issue with BP is that it passes bad values, which cause
asserts.  Obviously this doesn't happen in release builds.

Moving everything toward lua makes it easier to debug these kinds of
errors, since with the current system, it is very difficult, if not
down right painful to traceback to the troublemaker.

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Re: [Warzone-dev] Getting rid of third-party mods

2009-05-08 Thread bugs buggy
On 5/8/09, Per Inge Mathisen per.xx...@gmail.com wrote:
 On Fri, May 8, 2009 at 8:05 AM, Zarel zare...@gmail.com wrote:
   BecomePrey was designed for 1.10, and Aiv was designed for 2.1, and
   2.2 balance is _much_ more similar to 1.10 than 2.1. Plus, I've heard
   that BecomePrey is overall a much better AI than Aiv - many have
   mentioned that BecomePrey is hard to beat at the lowest settings,
   while Aiv can be beaten by spamming flamers on lowest pretty easily.


 Note that these balance issues have almost entirely to do with the
  given selection of droid templates that each AI has, and almost
  nothing whatsoever to do with the AI script code itself.

  Changing the droid templates for an AI script is pretty trivial. If
  the templates for AIV are so bad (which sounds quite probable), we can
  just replace them with the templates for trunk AI.


   - Per

Yes, it is trivial, but since so much has been changed in terms of the
'rebalance', I am not ever sure the original templates would be of any
use.
It would have to be a custom job.

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Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-08 Thread Kreuvf
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Hash: SHA1

bugs buggy wrote:
 2.2 has been 'cooking' for a extremely long period of time.
 Pushing beta builds to a lackluster community response,  and, what is
 worse is, people are still creating new content for 2.1, which won't
 work with 2.2.
Has there ever benn some kind of announcement/news/blog entry to make sure that
people _know_ about this? Something definite, something people can rely on ;)
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Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-08 Thread Dennis Schridde
Am Freitag, 8. Mai 2009 07:13:48 schrieb Stephen Swaney:
 Actually, releasing two versions should be approximately twice as much
 work.
Build scripts are written and if no one broke them, then they will still work. 
Upload takes under an hour (depending on your connection).

Why did we backport bugfixes to 2.1 at all, if we are so very determined to 
never release them? In fact, why do we backport any bugfixes? If we are so 
much against maintaining older branches, why don't we just release a 2.2 
final, and continue with the 2.3 alphas/betas/rcs, to start 2.4 immediately 
after 2.3 final?

Actually not all of the above is pure sarcasm. It has some valid point, imo.
If attention is split so badly, and that is hurting us so much, we could as 
well not draw any attention from our latest efforts to something legacy.
On the other hand, if we want to support legacy versions, the statement that 
they prevent testing of the next generation looks somewhat against the policy.

--DevU


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[Warzone-dev] Final call for 2.2 changes

2009-05-08 Thread bugs buggy
Can everyone speak up on what they do/do not want in 2.2?

About mods:
* NTW Delphino said he will maintain it, and wishes it to remain in svn.
* 'grim's' mod is broken.  ( I think we should remove it, for reasons
stated on ML)
* Remove 'autoload' folder? ( I think we should remove it, for reasons
stated on ML)

About sequences.wz
* It does *not* contain any info about all the files inside.  Should
it have GPL / COPYING.REAMDME  in it?
* I also suggest a version number for this file. (for when/if we
update the vids)

About music:
* New music from the community. is listed in the Roadmap.Unsure
what to do about this?

About maps:
* New maps from the community. is listed in the Roadmap.   Unsure
what to do about this?

Config file changes:
* Any more requested changes?

About known issues:
Do we revert this patch, or apply the new patch (Artillery prediction
fix) ? http://developer.wz2100.net/ticket/374

About .po files:
A forum post (thanks stiv), and trac (auto) e-mail has been sent to
all those involved.


Anything else?

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Re: [Warzone-dev] 2.2 RC1 scheduled for release this weekend

2009-05-08 Thread bugs buggy
On 5/8/09, Kreuvf kre...@warzone2100.de wrote:
  bugs buggy wrote:
   2.2 has been 'cooking' for a extremely long period of time.
   Pushing beta builds to a lackluster community response,  and, what is
   worse is, people are still creating new content for 2.1, which won't
   work with 2.2.

 Has there ever benn some kind of announcement/news/blog entry to make sure 
 that
  people _know_ about this? Something definite, something people can rely on ;)

Besides the Front page announcing the beta candidates, and the global
announcement in the forums, and the talk on the ML, then, no.

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Re: [Warzone-dev] Final call for 2.2 changes

2009-05-08 Thread Zarel
2009/5/8 bugs buggy buginato...@gmail.com:
 About mods:
 * NTW Delphino said he will maintain it, and wishes it to remain in svn.

Someone needs to give Delphinio SVN access.

 * 'grim's' mod is broken.  ( I think we should remove it, for reasons
 stated on ML)

Agreed.

 * Remove 'autoload' folder? ( I think we should remove it, for reasons
 stated on ML)

Sigh. I've had rewrite loading code on my list of things to do, for
a while. Gimme some more time with it.

 About sequences.wz
 * It does *not* contain any info about all the files inside.  Should
 it have GPL / COPYING.REAMDME  in it?

Well, I think the GPL included with the rest of the game should
suffice, shouldn't it?

 * I also suggest a version number for this file. (for when/if we
 update the vids)

I'm guessing we're only going to update them once, ever, so we can
just rename it to video.wz, then.

In fact, I propose after we rename all the .ogg files to .ogv and
reencode them, to distribute a 160 MB video.wz, and a 1 GB
video-highquality.wz.

 Config file changes:
 * Any more requested changes?

About the colored cursor thing - I have a decently high-end computer
and I still experience mouselag. It might not be consciously
noticeable, but it could still impact user experience.

 About known issues:
 Do we revert this patch, or apply the new patch (Artillery prediction
 fix) ? http://developer.wz2100.net/ticket/374

We've done neither. We have, however, fixed some of the other issues
with this patch.

-Zarel

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