Re: [warzone2100-dev] Warzone-dev Digest, Vol 54, Issue 11

2010-05-12 Thread manofli...@gmail.com
2.3 is a solid release except for the bug that causes it to pause for long 
periods of time thus making the game unplayable. 
other than that. its great. 

___
Warzone-dev mailing list
Warzone-dev@gna.org
https://mail.gna.org/listinfo/warzone-dev


Re: [warzone2100-dev] Release plans

2010-05-12 Thread buginator
On 5/12/10, Per Inge Mathisen  wrote:
  2.3.0 has so far seemed like a pretty solid release, and there is no
  desperate need for a 2.3.1 yet. Discussions of new features seem to
  have moved to trunk. How about we try to schedule a 2.3.1 bug-fix-only
  release for mid-June?

We are a bit passed the 'bug-fix only' mantra, since some of the stuff
that is currently in svn/2.3 are not really bug fixes per se, but that
release schedule sounds OK.

  Trunk seems rather stable at the moment, and branching it as a
  possible release point before merging any of the big 3 feature
  branches may be a good idea. One idea is to branch is to a codename
  branch, start merging the feature branches, and depending on how
  stable or unstable trunk becomes after that, either proceed to release
  from the codename branch, or from trunk after the merges (nuking the
  codename branch).

While I haven't personally tested trunk in a long time, Zarel
mentioned that the pathwalking is broken.
Yeah, I know there is a ticket
(http://developer.wz2100.net/ticket/1649) but I haven't really had the
time to look into this more.
The trunk test builds that we threw up haven't really gotten any
feedback at all, and with the new web site style, it isn't exactly
easy to change things, since we rely on one person, and the
information on how to fix/change it, hasn't exactly been forthcoming.

  We have 3 big feature branches that we need to merge before
  accelerating bitrot makes merging even more difficult. The merge
  priority that we have discussed earlier for the big 3 feature branches
  is 1) Qt branch, 2) newnet, and 3) lua. Last comes last because it
  seems most unfinished yet, and Qt branch first because it has seemed
  closest to completion and has the most developers familiar with the
  new code. However, we can easily change the merge order - there are no
  interdependencies between them.

I  think we need to clear up some things about these branches.

1) Qt.
- we don't really have anyone that is well versed in Qt for the current issues.
Those are, on the mac, the input state is swapped from our normal
routines.  Currently, we can hack around that, however, we still have
text issues, and the fact that we can't get key map screen to show
Ctrl or Alt like it does on windows / linux for whatever reason.
AFAIK, Alt should work like it does on windows / linux, but it doesn't
show Alt + letter like it should.

The Main menu / in game menus suffer from a state conflict.  That is,
when we set modes, (pie_SetRendMode()  pie_SetTranslucencyMode()), it
looks like we are conflicting with the way Qt is handling the
window/widget.  Qt suggest to use
beginNativePainting()/endNativePainting(), but that causes a big
performance hit, and didn't really fix anything when I tried some
tests with that.

While experimenting with Qt Designer for a new lobby screen, I don't
see a easy way to match the current color scheme / style of warzone,
and if we go this route, the issue then becomes how easy is it to
maintain?

I have not done any svg tests, so unsure how smooth this will go.

As of right now, I can only think of one advantage to Qt, and that is
for the hardware colored cursor support.

The lack of a dedicated mac  Qt expert person to help us trying to
fix this doesn't make things easy, and it gets annoying, since we must
waste more time digging into tons of docs hoping to find out the
cause, then waiting for feedback.

With SDL, we are pretty much at, it just works for all the
platforms, so people can concentrate on other issues at hand.


2) newnet.
Besides the problems listed in
http://developer.wz2100.net/ticket/1786, I don't really understand the
main reason for having such a high requirement for precision. (I
haven't really looked at the code either)
Compiler issues are the main problem here, though, I haven't really
played with it enough to see if it has other problems.
We can't release test builds of this until that is fixed, and we won't
merge to trunk, until we know it works as it should.

3) Lua.
The last I recall, the state of lua was about 50-55% done, and the
forum thread : http://forums.wz2100.net/viewtopic.php?f=35t=4733
shows that the conversion script is buggy / broken for some things.
We don't really have anyone who is a lua expert either (since Gerard
was about the closest thing we had, and he isn't around much), so that
is slowing things down drastically as well.

4)Beta widget
Yeah, I know this wasn't mentioned, but, it appears there is lots of
confusion of the shape this is in.  It uses deprecated lib(s), and
would add lots more dependencies, and  trying to compile those
deprecated lib(s) on anything but unix is a huge PITA.
It never really got past the (pre) alpha stage, before it fell by the wayside.
The thinking to revive this was to use Qt for the SVG routines, but,
there have been no tests at all, so we are not even sure if this would
be a good move or not.  Everything is in theory, it should work.

  If we proceed to 

Re: [warzone2100-dev] Warzone-dev Digest, Vol 54, Issue 11

2010-05-12 Thread buginator
On 5/12/10, manofli...@gmail.com manofli...@gmail.com wrote:
 2.3 is a solid release except for the bug that causes it to pause for long
  periods of time thus making the game unplayable.
  other than that. its great.


Have you made a ticket about this ?
I have never seen this happen.

We need tons more info about this, like system specs, how many
players, what map, any error/warning messages, how to replicate, and
all that good stuff.

http://developer.wz2100.net/newticket in case you don't know.

___
Warzone-dev mailing list
Warzone-dev@gna.org
https://mail.gna.org/listinfo/warzone-dev


Re: [warzone2100-dev] Warzone-dev Digest, Vol 54, Issue 11

2010-05-12 Thread Kronos
As a note, I have made a ticket about this right when the 2.3 version was in
it's 4th - 8th beta (don't remember which one specifically), and I've seen
the same behaviour in all 3 OS. While the long pauses were pretty much
variable (it happened more frequently after some game time, or it happened
for more time in one OS than another), it haven't gone yet. Worse, the
actual new version make these long pauses look like freezes when they
happen.

For now, let's assume this info:

OS: All
Maps: All I've played (squared, rush, startup, highground, all Diorama maps,
and some more maps whose names I've forgotten)
Players: 2 Humans and sometimes with 8 players (with 6 AI)
Error/Warning Messages: None

How to replicate: It's simple, just play long enough for it to happen.

Btw, the detailed Specs of the 2 machines I can tell are:

Windows (Vista 32-bit and 7 64-bit) / Ubuntu Linux 9.10 :
- Core 2 Duo T8100 2.10 GHz
- 4 GB DDR2 Ram 800Mhz
- GeForce 8400M GS 256 MB

MacBook Pro:
- Core 2 Duo (just know this)
- 2 GB DDR3 Ram 1300 MHz
- GeForce 9400M GS 256 MB

(At this point, I ask myself if it's something to do with the GeForce's).

Hope this helps, even not being in a ticket.

Holy Kronos.

2010/5/12 buginator buginato...@gmail.com

 On 5/12/10, manofli...@gmail.com manofli...@gmail.com wrote:
  2.3 is a solid release except for the bug that causes it to pause for
 long
   periods of time thus making the game unplayable.
   other than that. its great.
 

 Have you made a ticket about this ?
 I have never seen this happen.

 We need tons more info about this, like system specs, how many
 players, what map, any error/warning messages, how to replicate, and
 all that good stuff.

 http://developer.wz2100.net/newticket in case you don't know.

 ___
 Warzone-dev mailing list
 Warzone-dev@gna.org
 https://mail.gna.org/listinfo/warzone-dev

___
Warzone-dev mailing list
Warzone-dev@gna.org
https://mail.gna.org/listinfo/warzone-dev


Re: [warzone2100-dev] Release plans

2010-05-12 Thread Safety0ff
buginator wrote:
 1) Qt.
 The Main menu / in game menus suffer from a state conflict.  That is,
 when we set modes, (pie_SetRendMode()  pie_SetTranslucencyMode()), it
 looks like we are conflicting with the way Qt is handling the
 window/widget.  Qt suggest to use
 beginNativePainting()/endNativePainting(), but that causes a big
 performance hit, and didn't really fix anything when I tried some
 tests with that.
The QPainter in iV_DrawTextRotated is changing the state.
Adding a pie_SetRendMode(REND_OPAQUE); call seems to alleviate the issue.
Is changing the main menu colors to match the backdrop is intentional?
-Safety0ff

___
Warzone-dev mailing list
Warzone-dev@gna.org
https://mail.gna.org/listinfo/warzone-dev