Re: [Warzone-dev] Test

2009-08-06 Thread Dennis Schridde
Am Dienstag, 4. August 2009 16:04:35 schrieb Per Inge Mathisen:
> Does the mailing list work?
It does.


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Re: [Warzone-dev] Test

2009-08-06 Thread Zarel
On Thu, Aug 6, 2009 at 10:47 AM, Elio Gubser wrote:
>> Does the mailing list work?
>
> yes

Well, it does now. You'll notice he sent that two days ago, and we
only received it today.

-Zarel

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Re: [Warzone-dev] Test

2009-08-06 Thread Elio Gubser
> Does the mailing list work?
> 
>   - Per

yes


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Re: [Warzone-dev] [Warzone 2100 Trac] #778: New feature: Challenges

2009-08-06 Thread Warzone 2100 Trac
#778: New feature: Challenges
---+
 Reporter:  Per|  Owner:  
 Type:  enhancement| Status:  new 
 Priority:  major  |  Milestone:  2.3 
Component:  other  |Version:  svn/trunk   
 Keywords:  Challenge GUI  |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Per):

 I don't understand the comments about and in ticket:779

 Will the attached patch fix your problems, or do I need to make more
 adjustments to the include order? I can just copy&paste that one
 definition from physfs_ext.h to avoid the whole problem.

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Re: [Warzone-dev] [Warzone 2100 Trac] #770: Sound patch which should vastly help our sound issues.

2009-08-06 Thread Warzone 2100 Trac
#770: Sound patch which should vastly help our sound issues.
---+
 Reporter:  Buginator  |  Owner:  
 Type:  defect | Status:  new 
 Priority:  major  |  Milestone:  unspecified 
Component:  other  |Version:  unspecified 
 Keywords: |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by anonymous):

 Thanx!  This werks very well

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Re: [Warzone-dev] [Warzone 2100 Trac] #778: New feature: Challenges

2009-08-06 Thread Warzone 2100 Trac
#778: New feature: Challenges
---+
 Reporter:  Per|  Owner:  
 Type:  enhancement| Status:  new 
 Priority:  major  |  Milestone:  2.3 
Component:  other  |Version:  svn/trunk   
 Keywords:  Challenge GUI  |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by i-NoD):

 Per, the funny thing is that you've '''ALMOST''' completed #779...

 Meanwhile the latest change to iniparser lib simply ruined MSVC build
 process...
 Are you sure that there is a strict need in using PHYSFS through
 "physfs_ext.h" just to use PHYSFS_printf?

 I can't handle those errors myself :(((

 1>-- Rebuild All started: Project: iniparser, Configuration: Debug
 Win32 --
 1>Deleting intermediate and output files for project 'iniparser',
 configuration 'Debug|Win32'
 1>Compiling...
 1>iniparser.c
 1> *** Warnings 4018,4100,4127,4204,4244,4267,4389 have been squelched.
 ***
 1>c:\wzsvn\lib\framework\physfs_ext.h(27) : error C2061: syntax error :
 identifier 'PHYSFS_writeSLE8'
 1>c:\wzsvn\lib\framework\physfs_ext.h(27) : error C2059: syntax error :
 ';'
 1>c:\wzsvn\lib\framework\physfs_ext.h(27) : error C2059: syntax error :
 'type'

 ...same errors on every function in this header...

 1>c:\wzsvn\lib\iniparser\iniparser.c(234) : warning C4013: 'PHYSFS_printf'
 undefined; assuming extern returning int
 1>dictionary.c
 1>Generating Code...
 1>iniparser - 33 error(s), 1 warning(s)

 I do know that same header compiles OK in "map.c" file...

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Re: [Warzone-dev] [Warzone 2100 Trac] #778: New feature: Challenges

2009-08-06 Thread Warzone 2100 Trac
#778: New feature: Challenges
---+
 Reporter:  Per|  Owner:  
 Type:  enhancement| Status:  new 
 Priority:  major  |  Milestone:  2.3 
Component:  other  |Version:  svn/trunk   
 Keywords:  Challenge GUI  |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by XboxJosh):

 If I can manage to compile warzone, I'd be happy to help with the HTML.

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Re: [Warzone-dev] [Warzone 2100 Trac] #778: New feature: Challenges

2009-08-06 Thread Warzone 2100 Trac
#778: New feature: Challenges
---+
 Reporter:  Per|  Owner:  
 Type:  enhancement| Status:  new 
 Priority:  major  |  Milestone:  2.3 
Component:  other  |Version:  svn/trunk   
 Keywords:  Challenge GUI  |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Per):

 New patch. Changes:
 * Enhancement: High scores are saved to "scores.ini" now
 * Enhancement: Made difficulty and teams fixed in GUI
 * Enhancement: Can now set difficulty of each AI in challenge file
 * Fix: Power setting (thanks i-NoD). You can now set power to unorthodox
 levels if you want.
 * Fix: Now compiles on C89 compilers again (thanks i-NoD)
 * Fix: GUI now handles unorthodox power levels
 * Changed format of challenge file slightly

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Re: [Warzone-dev] [Warzone 2100 Trac] #778: New feature: Challenges

2009-08-06 Thread Warzone 2100 Trac
#778: New feature: Challenges
---+
 Reporter:  Per|  Owner:  
 Type:  enhancement| Status:  new 
 Priority:  major  |  Milestone:  2.3 
Component:  other  |Version:  svn/trunk   
 Keywords:  Challenge GUI  |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by i-NoD):

 On a second thought a simple switch will sufficiently resolve the issue:
 switch(iniparser_getint(dict, "challenge:Power",
 game.power))
 {
 case 0:
 game.power = LEV_LOW;
 break;
 case 2:
 game.power = LEV_HI;
 break;
 case 1:
 default:
 game.power = LEV_MED;
 }

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[Warzone-dev] Test

2009-08-06 Thread Per Inge Mathisen
Does the mailing list work?

  - Per

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Re: [Warzone-dev] [Warzone 2100 Trac] #778: New feature: Challenges

2009-08-06 Thread Warzone 2100 Trac
#778: New feature: Challenges
---+
 Reporter:  Per|  Owner:  
 Type:  enhancement| Status:  new 
 Priority:  major  |  Milestone:  2.3 
Component:  other  |Version:  svn/trunk   
 Keywords:  Challenge GUI  |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by i-NoD):

 Btw, power level must be from on of the defined values
 #define LEV_LOW 400
 #define LEV_MED 700
 #define LEV_HI  1000
 to lock the level correctly.
 I guess you should add some parser on strings like HI,MED,LOW

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Re: [Warzone-dev] [Warzone 2100 Trac] #778: New feature: Challenges

2009-08-06 Thread Warzone 2100 Trac
#778: New feature: Challenges
---+
 Reporter:  Per|  Owner:  
 Type:  enhancement| Status:  new 
 Priority:  major  |  Milestone:  2.3 
Component:  other  |Version:  svn/trunk   
 Keywords:  Challenge GUI  |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by i-NoD):

 Here is a C89 problem in challenge.c
 new code from line 224:
 dictionary *dict;

 // See if this filename contains the extension we're
 looking for
 if (!strstr(*i, ".ini"))
 {
 // If it doesn't, move on to the next filename
 continue;
 }
 ssprintf(sPath, "%s/%s", sSearchPath, *i);
 dict = iniparser_load(sPath);

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[Warzone-dev] [Warzone 2100 Trac] #778: New feature: Challenges

2009-08-06 Thread Warzone 2100 Trac
#778: New feature: Challenges
---+
 Reporter:  Per|  Owner:  
 Type:  enhancement| Status:  new 
 Priority:  major  |  Milestone:  2.3 
Component:  other  |Version:  svn/trunk   
 Keywords:  Challenge GUI  |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+
 This patch adds the beginnings of a "Challenge" single player game mode.
  It adds fixed game setups with a running timer, which becomes a game
  score. The faster you can finish the challenge, the better the score.
  However, if you have been unable to finish the challenge, then the higher
  the score is better (you survived it longer)!

  Challenges are setup in INI files in a challenges/ directory. See the
  sample challenge as an example of what options exist. Additional
  challenges can be added as mods.

  TODO:

  * Need to display and store best scores for each challenge
  somewhere.

  * Improve challenge GUI. Currently using a cloned load/save dialog for
  this.

  * Consider adding MP challenges as well.

  * Autogenerate an HTML battle report for easy pasting of your worthy
  accomplishments.

  Feedback on this idea and implementation so far needed.

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[Warzone-dev] Update to QuesoGLC .7.2 before 2.2.2 release?

2009-08-06 Thread bugs buggy
Just a quick word, I noticed that QuesoGLC has been updated to .7.2,
and in the release notes, they have:
http://sourceforge.net/project/shownotes.php?release_id=672506

" - Fixed bug #2019450 (added a workaround for open source drivers of the Intel
  chipsets : a bug in the drivers prevent a character to be displayed)."

Seems like we have quite a few intel people with that issue, so we may
want to bump the requirements for the linux folks.  I don't think that
happens with intel people on windows or macs.




See ya in a few weeks.

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Re: [Warzone-dev] [Warzone 2100 Trac] #769: Add a "north" pointer for the radar

2009-08-06 Thread Warzone 2100 Trac
#769: Add a "north" pointer for the radar
-+--
 Reporter:  Buginator|  Owner:  
 Type:  enhancement  | Status:  new 
 Priority:  major|  Milestone:  2.2.2   
Component:  Engine: GUI  |Version:  svn/2.2 
 Keywords:   |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--

Comment(by Buginator):

 Ok, fixed the missing infac.h changes, and made it display the pointer
 only when rotation is on.

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Re: [Warzone-dev] [Warzone 2100 Trac] #770: Sound patch which should vastly help our sound issues.

2009-08-06 Thread Warzone 2100 Trac
#770: Sound patch which should vastly help our sound issues.
---+
 Reporter:  Buginator  |  Owner:  
 Type:  defect | Status:  new 
 Priority:  major  |  Milestone:  unspecified 
Component:  other  |Version:  unspecified 
 Keywords: |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Buginator):

 Replying to [comment:3 cybersphinx]:
 > Had a look at soundPatchNSM2.patch - you have some distracting
 whitespace changes in that. In sound_SetObjectPosition you could do "if
 (!psSample) return;" to prevent some of that. The changes in
 track.h/tracklib.h seem completely unnecessary.
 >
 > Then in some places you add "f" to float constants, but in other places
 you add them without "f". And is a comparison to 0.0 really useful (since
 floats can have some precision problems)? Especially when you test for the
 volume to not play samples, a very small value like 0.1 seems better
 to me.


 For the whiespace changes, most of the patch is from a bigger patch, and I
 didn't have time to fix everything correctly.

 For the lack of "f" on floating point stuff, I just forgot.  As for the
 0.0f vs 0.1f not really sure there would be much of a difference
 there.

 Uploading a newer version.

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Re: [Warzone-dev] [Warzone 2100 Trac] #770: Sound patch which should vastly help our sound issues.

2009-08-06 Thread Warzone 2100 Trac
#770: Sound patch which should vastly help our sound issues.
---+
 Reporter:  Buginator  |  Owner:  
 Type:  defect | Status:  new 
 Priority:  major  |  Milestone:  unspecified 
Component:  other  |Version:  unspecified 
 Keywords: |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by i-NoD):

 Replying to [ticket:770 Buginator]:
 > Remaining items, some samples are *stereo*, which means, those use up 2
 openAL sources.  (Speaking of this, can someone run a utility to tell us
 which samples are stereo, and which are mono?  I know most are mono, so
 just listing the stereo ones is fine.  All the .ogg files in
 data\base\audio\*)

 looks like the only stereo file is
 \data\base\audio\sfx\explons\richet2.ogg

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Re: [Warzone-dev] [Warzone 2100 Trac] #770: Sound patch which should vastly help our sound issues.

2009-08-06 Thread Warzone 2100 Trac
#770: Sound patch which should vastly help our sound issues.
---+
 Reporter:  Buginator  |  Owner:  
 Type:  defect | Status:  new 
 Priority:  major  |  Milestone:  unspecified 
Component:  other  |Version:  unspecified 
 Keywords: |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by cybersphinx):

 Had a look at soundPatchNSM2.patch - you have some distracting whitespace
 changes in that. In sound_SetObjectPosition you could do "if (!psSample)
 return;" to prevent some of that. The changes in track.h/tracklib.h seem
 completely unnecessary.

 Then in some places you add "f" to float constants, but in other places
 you add them without "f". And is a comparison to 0.0 really useful (since
 floats can have some precision problems)? Especially when you test for the
 volume to not play samples, a very small value like 0.1 seems better
 to me.

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Re: [Warzone-dev] [Warzone 2100 Trac] #769: Add a "north" pointer for the radar

2009-08-06 Thread Warzone 2100 Trac
#769: Add a "north" pointer for the radar
-+--
 Reporter:  Buginator|  Owner:  
 Type:  enhancement  | Status:  new 
 Priority:  major|  Milestone:  2.2.2   
Component:  Engine: GUI  |Version:  svn/2.2 
 Keywords:   |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--

Comment(by cybersphinx):

 Maybe only show it when radar rotation is enabled?

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Re: [Warzone-dev] [Warzone 2100 Trac] #769: Add a "north" pointer for the radar

2009-08-06 Thread Warzone 2100 Trac
#769: Add a "north" pointer for the radar
-+--
 Reporter:  Buginator|  Owner:  
 Type:  enhancement  | Status:  new 
 Priority:  major|  Milestone:  2.2.2   
Component:  Engine: GUI  |Version:  svn/2.2 
 Keywords:   |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--

Comment(by i-NoD):

 You forgot to add image enum changes from intfac.h ;)

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[Warzone-dev] Update the SF site or not?

2009-08-06 Thread bugs buggy
In case anyone has some free time, we could make our SF site look
*much* better...

They also have added quite a few things, and they support trac as
well. (Perhaps we can use this as a backup?)

Lots of them are improving their sites over the bland version that is
our default.
Here are some samples:
http://tuxracer.sourceforge.net/
http://audacity.sourceforge.net/


We also got the option for MediaWiki.

Opinions?

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Re: [Warzone-dev] [Warzone 2100 Trac] #770: Sound patch which should vastly help our sound issues.

2009-08-06 Thread Warzone 2100 Trac
#770: Sound patch which should vastly help our sound issues.
---+
 Reporter:  Buginator  |  Owner:  
 Type:  defect | Status:  new 
 Priority:  major  |  Milestone:  unspecified 
Component:  other  |Version:  unspecified 
 Keywords: |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Buginator):

 Note, the trunk patch is no different than 2.2.  You could have used the
 same file...

 BTW, I tested a 8p autogame with warcam on units to track sounds.  Works
 for me. :)

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[Warzone-dev] [Warzone 2100 Trac] #769: Add a "north" pointer for the radar

2009-08-06 Thread Warzone 2100 Trac
#769: Add a "north" pointer for the radar
-+--
 Reporter:  Buginator|  Owner:  
 Type:  enhancement  | Status:  new 
 Priority:  major|  Milestone:  2.2.2   
Component:  Engine: GUI  |Version:  svn/2.2 
 Keywords:   |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--
 Just a little enhancement, I have *no* idea what we want to use, right
  now, it is basically a "^" (which may be hard to see).  (someone may want
  to fix the image, and adjust the draw routine, if it is bigger than what
 I
  use)
  It will rotate with the radar, so it always shows north.

  This was just a spur of the moment type of thing, so it hasn't been well
  tested on all maps...which is why I am making this ticket. :)

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Re: [Warzone-dev] [Warzone 2100 Trac] #770: Sound patch which should vastly help our sound issues.

2009-08-06 Thread Warzone 2100 Trac
#770: Sound patch which should vastly help our sound issues.
---+
 Reporter:  Buginator  |  Owner:  
 Type:  defect | Status:  new 
 Priority:  major  |  Milestone:  unspecified 
Component:  other  |Version:  unspecified 
 Keywords: |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Buginator):

 Forgot to mention, soundPatchNSM2.patch is the one where I query openAL
 for what it thinks is available.

 For those that are testing, please attach the crash dump file, after you
 do --crash on the command line.

 Thanks!

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[Warzone-dev] [Warzone 2100 Trac] #770: Sound patch which should vastly help our sound issues.

2009-08-06 Thread Warzone 2100 Trac
#770: Sound patch which should vastly help our sound issues.
---+
 Reporter:  Buginator  |  Owner:  
 Type:  defect | Status:  new 
 Priority:  major  |  Milestone:  unspecified 
Component:  other  |Version:  unspecified 
 Keywords: |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+
 In a nutshell, if we can't hear the sound, then we kill it (correctly this
  time).

  This is *NOT* the source manager version!

  When you use the cheat 'showsamples', it will show 3 things in the top
  corner of the screen.

  "Que" is used to show how many samples are pending.  (think 'unit lost',
  or "Structure completed" or things of that nature.)

  "lst" is used to show how many samples are waiting to be played.

  "Act" is used to show how many samples are actually playing right now.


  Before, lst would be *huge*, since we didn't really kill off the samples
  correctly, and we were under the impression this had to do with sources.
  That was incorrect, at least partly.
  We still can run out of sources, however, the frequency of this happening
  is vastly improved.  (When the new Source manager is done, this will help
  people that are limited to 16 or 32 voices or less.)

  Since lst had a ton of samples in it, the game thought it was a duplicate
  sample, and didn't add it to the act list.  That is why people would lose
  sound, and then they would hit ESC to improve the issue.

  Remaining items, some samples are *stereo*, which means, those use up 2
  openAL sources.  (Speaking of this, can someone run a utility to tell us
  which samples are stereo, and which are mono?  I know most are mono, so
  just listing the stereo ones is fine.  All the .ogg files in
  data\base\audio\*)

  The music is almost always stereo, and it uses 2 more sources for that as
  well.

  The orientation is ... quirky.  It seems we don't really calculate which
  way the player is facing, or should I say, we don't calculate it
  correctly. check :

  {{{
  playerPos = audio_GetPlayerPos();
  audio_GetPlayerOrientation(&playerForward, &playerUp);
  sound_SetPlayerPos(playerPos);
  sound_SetPlayerOrientation(playerForward, playerUp);
  }}}


  If you are located at the top of the map versus the bottom, then it seems
  the channels are flipped when you go in/out range of things.
  I didn't have time to check the cause of this, other than noticing this,
  both before my modifications, and after them.


  I was thinking this would make a nice patch for both 2.2.2 and trunk.

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Re: [Warzone-dev] Some guy wants to interview a dev

2009-08-06 Thread Kreuvf
Cheny Luo wrote:
> =
> I'm an article writer at the News and Informational site Brighthub 
> (http://www.brighthub).
Ah, yeah. Probably http://www.brighthub.com/ .

> I've been an actual fan and player of Warzone from its debut in 1999, and the
>  Open Source edition developed by the WZ2100 team several years ago and up to
>  the present.
Yeah, open source "edition"? ~.~

> I want to write a 2-3 page article describing the history of Wz2100's 
> development, from its original plan to revive after its movement to open 
> source and ditching by Ubisoft.
For the development history Pumpkin's developers are needed. And, no, Ubisoft
has nothing to do with Warzone 2100 at all.

In case he's reading it.

- Kreuvf



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