Re: [Warzone-dev] [INFO] Website temporary down. (Not anymore!)
The server is (literally) back on line! Best regards, Kamaze Kamaze schrieb: As you can notice, the whole server is down right now. Reason was a fresh installed virtual windows machine on the same host, which did a whole network scan in our hosters network. As result it triggered security measures which took down our whole subnet. Unlocking is a manual process and tomorrow is a holiday here in germany. So, the ETA is probably tuesday. I'm sorry for the trouble... best regards, Kamaze ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Proposed Roadmap
On 6/2/09, Per Inge Mathisen per.mathxxx...@gmail.com wrote: On Mon, Jun 1, 2009 at 9:40 PM, bugs buggy buginxx...@gmail.com wrote: Now with 2.2 out of the way, I was thinking that our new roadmap would look something like this: 2.3 new terrain (with netplay integration?) 2.4 lua integration 2.5 'betawidget' integration Of course, things can change, as we get more help. I also think that we should be releasing 2.3 beta candidates pretty soon, so at least we can get more feedback on this important release, and get the ball rolling. 2.3 needs to get the final terrain graphics done before we can consider a release or even beta from that tree. We should also consider increasing max zoom out before doing 2.3. I am not so sure about that. AFAIK, we don't have anyone working on terrain gfx at all. I was hoping, if we put out a beta, people would see the issue, and it will motivate them to fix the decals. 2.4 may also be a good release for Qt integration, if we decide to go for this. (For those who haven't been following the irc debates, I have a git tree where Warzone runs out of a Qt mainloop, replacing the need for SDL, and bonus features includes hardware accelerated coloured cursors, more flexible fullscreen support, and dropping the ball on a long list of build requirements.) The 2.4 release could be a good candidate for changing the map/savegame format. Oh, I almost forgot about that. If we do go the Qt route, then we wouldn't actually need 'betawidgets' would we? Qt supports svg as well, so no content that has been done will be lost. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Proposed Roadmap
Am Dienstag, 2. Juni 2009 20:18:11 schrieb bugs buggy: On 6/2/09, Per Inge Mathisen per.mathxxx...@gmail.com wrote: 2.4 may also be a good release for Qt integration, if we decide to go for this. (For those who haven't been following the irc debates, I have a git tree where Warzone runs out of a Qt mainloop, replacing the need for SDL, and bonus features includes hardware accelerated coloured cursors, more flexible fullscreen support, and dropping the ball on a long list of build requirements.) The 2.4 release could be a good candidate for changing the map/savegame format. Oh, I almost forgot about that. If we do go the Qt route, then we wouldn't actually need 'betawidgets' would we? Qt supports svg as well, so no content that has been done will be lost. Keyword: WolfenQt [1] --DevU [1] http://labs.trolltech.com/blogs/2008/12/02/widgets-enter-the-third- dimension-wolfenqt/ 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
[Warzone-dev] [Warzone 2100 Trac] #569: Drag-build rearm pads
#569: Drag-build rearm pads -+-- Reporter: Per | Owner: Type: enhancement | Status: new Priority: major| Milestone: 2.3 Component: Engine: other|Version: svn/trunk Keywords: path-finding VTOL rearm | Operating_system: All/Non-Specific Blockedby: | Blocking: -+-- This small patch makes it possible to drag a line of rearm pad production similar to how walls and defenses can be built by dragging the production with the mouse. It also removes the obligatory empty tile between rearm pads. Instead, it allows units to drive over rearm pads that are not currently busy rearming. The reason should be obvious - it is currently very tedious to build massive VTOL rearm fields. -- Ticket URL: http://developer.wz2100.net/ticket/569 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Resurrection Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev