Re: [Warzone-dev] [Warzone 2100 Trac] #64: FMV playback code --Testing needed, especially on MACS!

2008-09-22 Thread Tim Baumgartner
bugs buggy wrote:
 On 9/14/08, Tim Baumgartner [EMAIL PROTECTED] wrote:
 Nice work :)

 I tested on Linux (if you can wait about a week I can test it out on OS X)
 and
 only had a problem with the directory names in the extracted sequences
 directory. I had to lowercase the first letters in the directories
 data/base/sequences/Cam1, Cam2, and Cam3 so that they are 'cam1', 'cam2',
 'cam3'
 in order for my machine to find and load the mission videos.

 Other than that, my only complaint is that the video quality is pretty low.


 Tim

 
 Not to sound too pushy, but is it possible to explain to others how to add
 the Theora dependency ?
 
 We got some more mac people wanting to test things out, but nobody has a
 clue how to fix the xcode stuff to make this patch work correctly.
 
 For the low video quality, I added a menu option of 'native', so it will
 display it centered on your screen in its native resolution, which makes it
 look better.
 Other than redoing all the videos from scratch, we have to live with the
 320x240  192x168 videos we got now.

I'll try to get the patch (is it still a patch or had it made it to the trunk 
yet?) working on OS X in the next few days and post the patch of the Xcode 
project. I meant to test it over the weekend but I've been busy with other 
obligations...

Tim

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


Re: [Warzone-dev] Backporting Xcode Project Updates to 2.1 Branch

2008-09-03 Thread Tim Baumgartner
Giel van Schijndel wrote:
 Tim Baumgartner schreef:
 Are there any objections to me porting the Xcode project file fixes in trunk 
 over to 2.1 branch?
 
 No objections from me, seems like a good idea.
 

The updates have been ported over to 2.1 branch so Warzone should build on 
Tiger 
and Leopard without any problems in both 2.1 branch and trunk.

Tim

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


Re: [Warzone-dev] Backporting Xcode Project Updates to 2.1 Branch

2008-09-03 Thread Tim Baumgartner
Ari Johnson wrote:
 On Wed, Sep 3, 2008 at 4:22 PM, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Tim Baumgartner schreef:
 Giel van Schijndel wrote:
 Tim Baumgartner schreef:
 Are there any objections to me porting the Xcode project file fixes in 
 trunk
 over to 2.1 branch?
 No objections from me, seems like a good idea.
 The updates have been ported over to 2.1 branch so Warzone should build on 
 Tiger
 and Leopard without any problems in both 2.1 branch and trunk.
 Should build? Did you test it?
 
 It does build on Tiger.  Both 2.1 and trunk tested.

I tested it pretty thoroughly on my system but I can't be sure it works on all 
systems. ;)

Tim

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


Re: [Warzone-dev] ChangeLog

2008-08-30 Thread Tim Baumgartner
Dennis Schridde wrote:
 Hi!
 
 I think the ChangeLog should be updated again.
 Changes I would like to see in it are the bugfixes by Buginator, the recent 
 buildsystem changes for XCode, AI fixes, etc.
 Maybe we can also remember to update it immediately, so we wont get into 
 trouble having to search for all relevant changes in the commit log.


Should a new section be added to Changelog (e.g. trunk for the trunk 
changelog 
or 2.1 branch for the 2.1 branch changelog) for the updates? Is there any 
kind 
of procedure that I need to follow for updating the changelog or can I just 
update to my heart's content?

Tim

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


[Warzone-dev] Backporting Xcode Project Updates to 2.1 Branch

2008-08-30 Thread Tim Baumgartner
Are there any objections to me porting the Xcode project file fixes in trunk 
over to 2.1 branch?

Tim

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


Re: [Warzone-dev] [Warzone-commits] r5877 - /trunk/macosx/Warzone.xcodeproj/project.pbxproj

2008-08-28 Thread Tim Baumgartner
Tim Baumgartner wrote:
 Ari Johnson wrote:
 On Thu, Aug 28, 2008 at 12:40 AM, Tim Baumgartner [EMAIL PROTECTED] wrote:
 Ari Johnson wrote:
 On Wed, Aug 27, 2008 at 7:38 PM, Tim Baumgartner [EMAIL PROTECTED] wrote:
 Tim Baumgartner wrote:
 Ari Johnson wrote:
 On Tue, Aug 26, 2008 at 10:36 AM, Freddie Witherden
 [EMAIL PROTECTED] wrote:
 Hi Ari, Tim,

 Good news about the Xcode project!

 However, do you know if it is possible to comment out a target for
 10.5 (which ships with Bison 2.3)? So far as 10.5 goes, trunk builds
 (with a slight modification to multiint.c IIRC).
 I don't have 10.5.  There would, however, be more than just leaving
 out the Bison target required to make it work on both 10.4 and 10.5
 with its included copy of Bison.  A more likely solution would be for
 the Bison target to do the following:

 1. If the installed Bison is not 2.3 or better, fetch and build Bison
 2.3.
 2. No matter what, create a wrapper script that will call Bison 2.3,
 whether it was built in step 1 or not.

 Then the Xcode project can point to the wrapper script for its build
 rules.

 Ari, thanks for committing the Bison patch.

 A quick Google search led me to a page
 (http://www.mail-archive.com/[EMAIL PROTECTED]/msg01100.html) that claims
 the location of the Bison distribution files can be set with the env var
 BISON_PKGDATADIR but a configure flag might be better (I'll look into 
 it).

 The Bison wrapper script sounds like a good idea and I don't see any
 reason why it shouldn't be implemented as Ari suggested. I'll work on 
 this
 tomorrow (Wednesday) and post back to this thread with the details of the
 final script and Xcode project setup.

 Alright, I have a patch that downloads Bison only if needed and that adds 
 a
 Bison wrapper script (located at 'macosx/external/bison.sh'). The patch is
 attached and I would appreciate it if someone else could test the patch to
 make sure there are no problems on other systems and to give me some
 feedback before I commit it.

 The script determines the version of Bison by parsing the version value 
 from
 the
 output of the --version paramter. If the version of Bison on the system 
 is
 older than a minimum version (currently 1.31) or if it is blacklisted
 (although none currently are), the build process will attempt to download
 and build Bison 2.3. To simplify things, if a binary in
 macosx/external/bison/ exists, this version is used regardless.

 During the build process, instead of calling Bison directly, bison.sh is
 called. If a Bison binary exists in an expected location inside of
 macosx/external/bison/, it is used. Otherwise, the command 'bison' is
 executed.

 Tim

 I had to manually set it executable, but that's just because it didn't
 come to me through svn, I'm sure.

 I forgot that I have a bison 2.3 installed on my system, and bison.sh
 found that after I removed external/bison and built Warzone
 successfully.  Removing that version causes bison.sh to download and
 build bison just fine.

 So only the m4sugar issue seems to remain.  Awesome. :)

 Good to hear it's working properly :)

 If no one has any objections by tomorrow (Thursday) evening, I'll commit the
 smarter Bison patch to trunk.

 I'm thinking that the m4sugar problem is due to Bison not being make 
 installed
 when the Xcode project builds it so it isn't able to find its needed 
 supporting
 files (unless Bison 2.3 is already installed on the system, then it just 
 uses
 those supporting files).

 If this is the problem, it could be easily fixed by a './configure --prefix
 /path/macosx/external/bison/bin/' and by then calling 'make install' within 
 the
 Bison build script. I should be able to work on a fix or investigate the 
 problem
 some more in the next couple of days.

 Tim
 Actually, I think giving it a PKG_DATADIR or whatever the variable it
 uses to compile in the path to its files would be sufficient, without
 having to run 'make install.'

 
 The only thing that worries me about that is that the location of the 
 supporting 
 files in the source might be moved in future Bison releases or they might be 
 scattered in the current one (if more files than just m4sugar are needed). 
 'make 
 install' should always put any supporting files in their correct location 
 so 
 we shouldn't have to worry about them at all.
 
 Either way wouldn't be hard to implement but I feel that the 'make install' 
 method would be a little safer and might save some headaches in the future.
 

Alright, hopefully the m4sugar problem should be solved in the trunk as of 
r5887. Bison is now properly installed to a directory (built) in the Bison 
source directory and the bison.sh script has been updated with the new binary 
location.

Tim

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


Re: [Warzone-dev] [Warzone-commits] r5877 - /trunk/macosx/Warzone.xcodeproj/project.pbxproj

2008-08-27 Thread Tim Baumgartner
Ari Johnson wrote:
 On Wed, Aug 27, 2008 at 7:38 PM, Tim Baumgartner [EMAIL PROTECTED] wrote:
 Tim Baumgartner wrote:
 Ari Johnson wrote:
 On Tue, Aug 26, 2008 at 10:36 AM, Freddie Witherden
 [EMAIL PROTECTED] wrote:
 Hi Ari, Tim,

 Good news about the Xcode project!

 However, do you know if it is possible to comment out a target for
 10.5 (which ships with Bison 2.3)? So far as 10.5 goes, trunk builds
 (with a slight modification to multiint.c IIRC).
 I don't have 10.5.  There would, however, be more than just leaving
 out the Bison target required to make it work on both 10.4 and 10.5
 with its included copy of Bison.  A more likely solution would be for
 the Bison target to do the following:

 1. If the installed Bison is not 2.3 or better, fetch and build Bison
 2.3.
 2. No matter what, create a wrapper script that will call Bison 2.3,
 whether it was built in step 1 or not.

 Then the Xcode project can point to the wrapper script for its build
 rules.

 Ari, thanks for committing the Bison patch.

 A quick Google search led me to a page
 (http://www.mail-archive.com/[EMAIL PROTECTED]/msg01100.html) that claims
 the location of the Bison distribution files can be set with the env var
 BISON_PKGDATADIR but a configure flag might be better (I'll look into it).

 The Bison wrapper script sounds like a good idea and I don't see any
 reason why it shouldn't be implemented as Ari suggested. I'll work on this
 tomorrow (Wednesday) and post back to this thread with the details of the
 final script and Xcode project setup.

 Alright, I have a patch that downloads Bison only if needed and that adds a
 Bison wrapper script (located at 'macosx/external/bison.sh'). The patch is
 attached and I would appreciate it if someone else could test the patch to
 make sure there are no problems on other systems and to give me some
 feedback before I commit it.

 The script determines the version of Bison by parsing the version value from
 the
 output of the --version paramter. If the version of Bison on the system is
 older than a minimum version (currently 1.31) or if it is blacklisted
 (although none currently are), the build process will attempt to download
 and build Bison 2.3. To simplify things, if a binary in
 macosx/external/bison/ exists, this version is used regardless.

 During the build process, instead of calling Bison directly, bison.sh is
 called. If a Bison binary exists in an expected location inside of
 macosx/external/bison/, it is used. Otherwise, the command 'bison' is
 executed.

 Tim

 
 I had to manually set it executable, but that's just because it didn't
 come to me through svn, I'm sure.
 
 I forgot that I have a bison 2.3 installed on my system, and bison.sh
 found that after I removed external/bison and built Warzone
 successfully.  Removing that version causes bison.sh to download and
 build bison just fine.
 
 So only the m4sugar issue seems to remain.  Awesome. :)
 

Good to hear it's working properly :)

If no one has any objections by tomorrow (Thursday) evening, I'll commit the 
smarter Bison patch to trunk.

I'm thinking that the m4sugar problem is due to Bison not being make installed 
when the Xcode project builds it so it isn't able to find its needed supporting 
files (unless Bison 2.3 is already installed on the system, then it just uses 
those supporting files).

If this is the problem, it could be easily fixed by a './configure --prefix 
/path/macosx/external/bison/bin/' and by then calling 'make install' within the 
Bison build script. I should be able to work on a fix or investigate the 
problem 
some more in the next couple of days.

Tim

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


Re: [Warzone-dev] [Warzone-commits] r5877 - /trunk/macosx/Warzone.xcodeproj/project.pbxproj

2008-08-27 Thread Tim Baumgartner
Ari Johnson wrote:
 On Thu, Aug 28, 2008 at 12:40 AM, Tim Baumgartner [EMAIL PROTECTED] wrote:
 Ari Johnson wrote:
 On Wed, Aug 27, 2008 at 7:38 PM, Tim Baumgartner [EMAIL PROTECTED] wrote:
 Tim Baumgartner wrote:
 Ari Johnson wrote:
 On Tue, Aug 26, 2008 at 10:36 AM, Freddie Witherden
 [EMAIL PROTECTED] wrote:
 Hi Ari, Tim,

 Good news about the Xcode project!

 However, do you know if it is possible to comment out a target for
 10.5 (which ships with Bison 2.3)? So far as 10.5 goes, trunk builds
 (with a slight modification to multiint.c IIRC).
 I don't have 10.5.  There would, however, be more than just leaving
 out the Bison target required to make it work on both 10.4 and 10.5
 with its included copy of Bison.  A more likely solution would be for
 the Bison target to do the following:

 1. If the installed Bison is not 2.3 or better, fetch and build Bison
 2.3.
 2. No matter what, create a wrapper script that will call Bison 2.3,
 whether it was built in step 1 or not.

 Then the Xcode project can point to the wrapper script for its build
 rules.

 Ari, thanks for committing the Bison patch.

 A quick Google search led me to a page
 (http://www.mail-archive.com/[EMAIL PROTECTED]/msg01100.html) that claims
 the location of the Bison distribution files can be set with the env var
 BISON_PKGDATADIR but a configure flag might be better (I'll look into it).

 The Bison wrapper script sounds like a good idea and I don't see any
 reason why it shouldn't be implemented as Ari suggested. I'll work on this
 tomorrow (Wednesday) and post back to this thread with the details of the
 final script and Xcode project setup.

 Alright, I have a patch that downloads Bison only if needed and that adds a
 Bison wrapper script (located at 'macosx/external/bison.sh'). The patch is
 attached and I would appreciate it if someone else could test the patch to
 make sure there are no problems on other systems and to give me some
 feedback before I commit it.

 The script determines the version of Bison by parsing the version value 
 from
 the
 output of the --version paramter. If the version of Bison on the system 
 is
 older than a minimum version (currently 1.31) or if it is blacklisted
 (although none currently are), the build process will attempt to download
 and build Bison 2.3. To simplify things, if a binary in
 macosx/external/bison/ exists, this version is used regardless.

 During the build process, instead of calling Bison directly, bison.sh is
 called. If a Bison binary exists in an expected location inside of
 macosx/external/bison/, it is used. Otherwise, the command 'bison' is
 executed.

 Tim

 I had to manually set it executable, but that's just because it didn't
 come to me through svn, I'm sure.

 I forgot that I have a bison 2.3 installed on my system, and bison.sh
 found that after I removed external/bison and built Warzone
 successfully.  Removing that version causes bison.sh to download and
 build bison just fine.

 So only the m4sugar issue seems to remain.  Awesome. :)

 Good to hear it's working properly :)

 If no one has any objections by tomorrow (Thursday) evening, I'll commit the
 smarter Bison patch to trunk.

 I'm thinking that the m4sugar problem is due to Bison not being make 
 installed
 when the Xcode project builds it so it isn't able to find its needed 
 supporting
 files (unless Bison 2.3 is already installed on the system, then it just uses
 those supporting files).

 If this is the problem, it could be easily fixed by a './configure --prefix
 /path/macosx/external/bison/bin/' and by then calling 'make install' within 
 the
 Bison build script. I should be able to work on a fix or investigate the 
 problem
 some more in the next couple of days.

 Tim
 
 Actually, I think giving it a PKG_DATADIR or whatever the variable it
 uses to compile in the path to its files would be sufficient, without
 having to run 'make install.'
 

The only thing that worries me about that is that the location of the 
supporting 
files in the source might be moved in future Bison releases or they might be 
scattered in the current one (if more files than just m4sugar are needed). 
'make 
install' should always put any supporting files in their correct location so 
we shouldn't have to worry about them at all.

Either way wouldn't be hard to implement but I feel that the 'make install' 
method would be a little safer and might save some headaches in the future.

Tim

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


Re: [Warzone-dev] [Warzone-commits] r5877 - /trunk/macosx/Warzone.xcodeproj/project.pbxproj

2008-08-26 Thread Tim Baumgartner
Ari Johnson wrote:
 On Tue, Aug 26, 2008 at 10:36 AM, Freddie Witherden
 [EMAIL PROTECTED] wrote:
 Hi Ari, Tim,

 Good news about the Xcode project!

 However, do you know if it is possible to comment out a target for
 10.5 (which ships with Bison 2.3)? So far as 10.5 goes, trunk builds
 (with a slight modification to multiint.c IIRC).
 
 I don't have 10.5.  There would, however, be more than just leaving
 out the Bison target required to make it work on both 10.4 and 10.5
 with its included copy of Bison.  A more likely solution would be for
 the Bison target to do the following:
 
 1. If the installed Bison is not 2.3 or better, fetch and build Bison 2.3.
 2. No matter what, create a wrapper script that will call Bison 2.3,
 whether it was built in step 1 or not.
 
 Then the Xcode project can point to the wrapper script for its build rules.
 

Ari, thanks for committing the Bison patch.

A quick Google search led me to a page 
(http://www.mail-archive.com/[EMAIL PROTECTED]/msg01100.html) that claims the 
location of the Bison distribution files can be set with the env var 
BISON_PKGDATADIR but a configure flag might be better (I'll look into it).

The Bison wrapper script sounds like a good idea and I don't see any reason why 
it shouldn't be implemented as Ari suggested. I'll work on this tomorrow 
(Wednesday) and post back to this thread with the details of the final script 
and Xcode project setup.

Per was kind enough to grant me commit access to the repository for OS X things 
so I shouldn't need to bother you all too much about getting OS X patches 
committed in the future.

Tim

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


Re: [Warzone-dev] Trunk On OS X

2008-08-24 Thread Tim Baumgartner
Ari Johnson wrote:
 On Sat, Aug 23, 2008 at 2:50 PM, Freddie Witherden
 [EMAIL PROTECTED] wrote:
 Hi all,

 I have just got around to compiling off trunk on OS X 10.5. This
 required two changes:
  • Updating the QuesoGLC version to trunk r832;
  • Changing the include path for GLC so that revisions  r5833 compile.

 However, there are several issues which I experience on my Intel
 MacBook running 10.5:
  1. Font rendering is fudged, see 
 http://www.witherden.org/~freddie/wzosx.tiff
  (non permanent link!).
- Might be due to new GLC version; will try older revisions.
  2. The game crashes on exit and requires a kill signal.
- Suspect OpenAL to be the cause (waiting on a mutex), more
 debugging needed.
  3. No v-sync (it could be due to GPU/OS version), however an option
 enable v-sync or not would be useful.
   - Space in Video Options?
   - Code is: SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
   - Useful on other operating systems.

 Does anyone else have any other issues to add to the list (or would
 like a recent trunk .app, which I can do). The first two should be our
 priority without a doubt. (Do we have a Mac maintainer?)
 
 I call not it! :P
 
 It sounds like you've made some progress.  Did you get the project
 up-to-date so that it is self-contained and requires no external
 dependencies be installed to either build or run the game?
 

4. Image bitmap rendering is screwed up (images appear blocky, especially 
around borders). You can see this a bit in your wzosx.tiff screenshot in the 
Warzone 2100 logo.

I submitted a patch to this ML a few weeks ago that would have the Xcode 
project 
automatically download and use a correct version of Bison during the build 
process but, if I remember correctly, the posting was ignored or nobody wanted 
to commit it because they couldn't test it or something. I can resubmit the 
patch if someone is willing to take a look at it.

Freddie, try the QuesoGLC release-0.7 branch instead of the trunk revision. I 
tested it out on Tiger last week and I didn't have any font rendering problems.

Tim

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


[Warzone-dev] [bug #12136] OS X Trunk lib/ivis_opengl/screen.c Compile Problems

2008-08-02 Thread Tim Baumgartner

URL:
  http://gna.org/bugs/?12136

 Summary: OS X Trunk lib/ivis_opengl/screen.c Compile
Problems
 Project: Warzone Resurrection Project
Submitted by: baum
Submitted on: Saturday 08/02/2008 at 16:46
Category: None
Severity: Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: Mac OS
 Planned Release: None

___

Details:

When compiling trunk r5757 on OS X Tiger:

trunk/macosx/../lib/ivis_opengl/screen.c: In function 'Init_FBO':
trunk/macosx/../lib/ivis_opengl/screen.c:414: warning: the address of
'glGenFramebuffersEXT', will always evaluate as 'true'
trunk/macosx/../lib/ivis_opengl/screen.c:453: error:
'GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT' undeclared (first use in
this function)
trunk/macosx/../lib/ivis_opengl/screen.c:453: error: (Each undeclared
identifier is reported only once
trunk/macosx/../lib/ivis_opengl/screen.c:453: error: for each function it
appears in.)

r5733 caused the problem.




___

Reply to this item at:

  http://gna.org/bugs/?12136

___
  Message sent via/by Gna!
  http://gna.org/


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


Re: [Warzone-dev] 2.1 Beta 4 OS X Binary

2008-07-29 Thread Tim Baumgartner
Giel van Schijndel wrote:
 Tim Baumgartner schreef:
 The homepage beta 4 release announcement says that the beta 4 OS X binary 
 will 
 be posted on the download page soon. Is someone taking care of this? I can 
 build a beta 4 binary and host it temporarily so it can be copied over to 
 the 
 website if needed. I just don't want OS X users feeling like second class 
 citizens :p
 
 Ah, yes, that would be very much appreciated!

I built both the release and debug configurations:

Release: https://ahead.homelinux.com/misc/warzone2100-2.1_beta4.dmg
Debug:   https://ahead.homelinux.com/misc/warzone2100-2.1_beta4_debug.dmg

(Self-signed and expired SSL cert)

The only thing I'm unsure about is whether or not there will be problems if the 
user running the binary doesn't have X11 installed due to some symlinks to 
dylibs that the X11 installation creates (https://gna.org/bugs/?11619). I can 
try removing X11 and the symlinks and building Warzone again if this problem 
occurs. Otherwise, the binaries ran smoothly on the two systems I tried them on 
(both had X11, however).

Tim

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


Re: [Warzone-dev] Patch for Leopard QuesoGLC Linking Problem

2008-07-29 Thread Tim Baumgartner
Tim Baumgartner wrote:
 Ari Johnson wrote:
 On Tue, Jul 22, 2008 at 2:28 PM, Giel van Schijndel [EMAIL PROTECTED] 
 wrote:
 Tim Baumgartner schreef:
 Ari Johnson wrote:
 No.  I like it being separate, as long as it is intelligent about
 deciding whether to actually apply the patch. :)
 Alright, the Xcode script now looks for the QuesoGLC patch in
 macosx/external/. The updated Xcode project file patch is attached.
 Question: did this patch or any variant of it got applied to trunk or 2.1?

 I'd be happy to apply a patch if necessary, but I haven't got any Macs
 in my reach to test with, and I'd rather not break the Xcode build
 system we've got right now.
 The Xcode build system is, to my knowledge, still broken for trunk
 because of requirements of a version of Bison that OS X doesn't come
 with and which nobody has bothered to add to the Xcode system yet.  I
 could be wrong, though.
 
 The patch hasn't been applied to the trunk or 2.1 branch.
 
 I'll look into adding Bison to the Xcode project but I probably won't be able 
 to 
 do anything until the end of the week or next week.
 

Is anyone able to test this patch and/or apply it? It would bring us one step 
closer to making the dream of a painless OS X build into a reality ;)

Tim

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


Re: [Warzone-dev] [Warzone-commits] r5695 - in /trunk: src/ src/Makefile.am src/data.c src/makefile.win32 src/message.c src/message.h src/message_lexer.l src/message_parser.y src/messagely.h warzone21

2008-07-28 Thread Tim Baumgartner

Giel van Schijndel wrote:

Giel van Schijndel schreef:

Author: muggenhor
Date: Mon Jul 28 23:01:05 2008
New Revision: 5695

URL: http://svn.gna.org/viewcvs/warzone?rev=5695view=rev
Log:
Add a new parser: message_parser which parses research message data in a significantly 
different format from the current CSV message format as parsed by 
loadViewData (this allows for easier gettext translation)

Added:
trunk/src/message_lexer.l   (contents, props changed)
  - copied, changed from r5694, trunk/lib/framework/strres_lexer.l
trunk/src/message_parser.y   (with props)
trunk/src/messagely.h   (with props)


The Xcode project will require an update for this.


Here you go: the attached patch adds src/message_lexer.l, src/message_parser.y,
and src/messagely.h to the Xcode project file.

Tim


Index: macosx/Warzone.xcodeproj/project.pbxproj
===
--- macosx/Warzone.xcodeproj/project.pbxproj(revision 5698)
+++ macosx/Warzone.xcodeproj/project.pbxproj(working copy)
@@ -660,6 +660,9 @@
02F5CC910D149658A2D0 /* system.h in Headers */ = {isa = 
PBXBuildFile; fileRef = 02F5CC880D149658A2D0 /* system.h */; };
02F5CCC00D1498A3A2D0 /* Popt.framework in Frameworks */ = 
{isa = PBXBuildFile; fileRef = 02F5CC6D0D1494AAA2D0 /* Popt.framework */; };
2234C2A00E2BE18200E7704C /* positiondef.h in Copy frameworks */ 
= {isa = PBXBuildFile; fileRef = 2234C29F0E2BE18200E7704C /* positiondef.h */; 
};
+   2244463C0E3EB7CB004D0F1F /* message_lexer.l in Sources */ = 
{isa = PBXBuildFile; fileRef = 224446390E3EB7CB004D0F1F /* message_lexer.l */; 
};
+   2244463D0E3EB7CB004D0F1F /* message_parser.y in Sources */ = 
{isa = PBXBuildFile; fileRef = 2244463A0E3EB7CB004D0F1F /* message_parser.y */; 
};
+   2244463E0E3EB7CB004D0F1F /* messagely.h in Copy frameworks */ = 
{isa = PBXBuildFile; fileRef = 2244463B0E3EB7CB004D0F1F /* messagely.h */; };
9742E5730DF9975E000A5D41 /* lexer_input.c in Sources */ = {isa 
= PBXBuildFile; fileRef = 9742E5710DF9975E000A5D41 /* lexer_input.c */; };
9742E5740DF9975E000A5D41 /* lexer_input.h in Copy frameworks */ 
= {isa = PBXBuildFile; fileRef = 9742E5720DF9975E000A5D41 /* lexer_input.h */; 
};
9742E5770DF9979C000A5D41 /* parsetest.c in Sources */ = {isa = 
PBXBuildFile; fileRef = 9742E5750DF9979C000A5D41 /* parsetest.c */; };
@@ -852,6 +855,7 @@
9742E5740DF9975E000A5D41 /* lexer_input.h in 
Copy frameworks */,
9742E5780DF9979C000A5D41 /* parsetest.h in Copy 
frameworks */,
2234C2A00E2BE18200E7704C /* positiondef.h in 
Copy frameworks */,
+   2244463E0E3EB7CB004D0F1F /* messagely.h in Copy 
frameworks */,
);
name = Copy frameworks;
runOnlyForDeploymentPostprocessing = 0;
@@ -1690,6 +1694,9 @@
02F5CC870D149658A2D0 /* poptparse.c */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; name = 
poptparse.c; path = external/popt/poptparse.c; sourceTree = SOURCE_ROOT; };
02F5CC880D149658A2D0 /* system.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
system.h; path = external/popt/system.h; sourceTree = SOURCE_ROOT; };
2234C29F0E2BE18200E7704C /* positiondef.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
positiondef.h; path = ../src/positiondef.h; sourceTree = SOURCE_ROOT; };
+   224446390E3EB7CB004D0F1F /* message_lexer.l */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.lex; name = 
message_lexer.l; path = ../src/message_lexer.l; sourceTree = SOURCE_ROOT; };
+   2244463A0E3EB7CB004D0F1F /* message_parser.y */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.yacc; name 
= message_parser.y; path = ../src/message_parser.y; sourceTree = SOURCE_ROOT; };
+   2244463B0E3EB7CB004D0F1F /* messagely.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
messagely.h; path = ../src/messagely.h; sourceTree = SOURCE_ROOT; };
9742E5710DF9975E000A5D41 /* lexer_input.c */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; name = 
lexer_input.c; path = ../lib/framework/lexer_input.c; sourceTree = SOURCE_ROOT; 
};
9742E5720DF9975E000A5D41 /* lexer_input.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
lexer_input.h; path = ../lib/framework/lexer_input.h; sourceTree = SOURCE_ROOT; 
};
9742E5750DF9979C000A5D41 /* parsetest.c */ = {isa = 
PBXFileReference; fileEncoding = 30; 

[Warzone-dev] 2.1 Beta 4 OS X Binary

2008-07-28 Thread Tim Baumgartner
The homepage beta 4 release announcement says that the beta 4 OS X binary will 
be posted on the download page soon. Is someone taking care of this? I can 
build a beta 4 binary and host it temporarily so it can be copied over to the 
website if needed. I just don't want OS X users feeling like second class 
citizens :p

Tim

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


[Warzone-dev] [bug #12100] script_lexer.l Parse Error

2008-07-27 Thread Tim Baumgartner

URL:
  http://gna.org/bugs/?12100

 Summary: script_lexer.l Parse Error
 Project: Warzone Resurrection Project
Submitted by: baum
Submitted on: Sunday 07/27/2008 at 17:33
Category: Engine: Scripting
Severity: Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 2.1_beta4
Operating System: Mac OS
 Planned Release: None

___

Details:

When trying to build the 2.1 branch (rev 5684), I receive the following error
(using Bison 2.3 on OS X Tiger):

warzone_src/branches/2.1/macosx/../lib/script/script_lexer.l:49: error: parse
error before 'user_defined'
** BUILD FAILED **




___

Reply to this item at:

  http://gna.org/bugs/?12100

___
  Message sent via/by Gna!
  http://gna.org/


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


Re: [Warzone-dev] Bug#458275: should warzone2100 (beta) be in Debian testing (and migrate to stable)?

2008-07-24 Thread Tim Baumgartner
Giel van Schijndel wrote:
 Paul Wise schreef:
 On Wed, 2008-07-23 at 01:15 +0200, Giel van Schijndel wrote:
 Any thoughts on this?
 Another beta might be a good idea, if it is done quickly.

 Also, when the final release is done, we can put a warzone2100 backport
 on backports.org for lenny users to upgrade to. Many people don't know
 about backports.org though, so that might become a support issue/FAQ for
 the warzone devs.
 
 To all devs (with or without commit access): I would really like this to
 be an active decision on our part, as opposed to a passive one,
 where we allow the decision to be made for us due to time passing. I.e.
 either we decide that we do want our current state of 2.1 to be included
 in Debian's next stable release, or we decide that we don't want that to
 happen. As long as that decision is an active one, I can live with both.
 
 The only negative impact of this on us I can see is the support/FAQ
 issue mentioned above by Paul.
 

I think another quick beta would be a good route if 2.1 is currently stable 
enough and runs well on Debian, otherwise there really isn't a good reason to 
include it in a stable release (and, yes, I know I'm stating the obvious ;)

If there are still some rough edges in Debian 2.1, sticking 2.0.10 in lenny and 
relegating 2.1 to backports.org might be the better course of action.

Tim

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


[Warzone-dev] Connection Refused from popts Mirror - OS X

2008-07-22 Thread Tim Baumgartner
In what has grown into a beast of a bug report 
(https://gna.org/bugs/index.php?11940), there have been reports of OS X users 
having problems downloading popt during the build process. Attempting to 
connect 
to the URI in the Xcode build script (rpm.net.in domain) results in a 
connection 
refused message. I don't know if this is a temporary thing or if rpm.net.in 
will 
be refusing HTTP requests permanently (anyone have any idea?).

It looks like popt is being hosted on the rpm5.org domain (which can be 
connected to at the moment) so I've come up with a patch that changes the popts 
download location from the rpm.net.in domain to 
http://rpm5.org/files/popt/popt-1.10.4.tar.gz . The patch is here: 
https://gna.org/bugs/download.php?file_id=4615 (filename xcode_popt_0.diff).

Tim

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


Re: [Warzone-dev] Patch for Leopard QuesoGLC Linking Problem

2008-07-22 Thread Tim Baumgartner
Ari Johnson wrote:
 On Tue, Jul 22, 2008 at 2:28 PM, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Tim Baumgartner schreef:
 Ari Johnson wrote:
 No.  I like it being separate, as long as it is intelligent about
 deciding whether to actually apply the patch. :)
 Alright, the Xcode script now looks for the QuesoGLC patch in
 macosx/external/. The updated Xcode project file patch is attached.
 Question: did this patch or any variant of it got applied to trunk or 2.1?

 I'd be happy to apply a patch if necessary, but I haven't got any Macs
 in my reach to test with, and I'd rather not break the Xcode build
 system we've got right now.
 
 The Xcode build system is, to my knowledge, still broken for trunk
 because of requirements of a version of Bison that OS X doesn't come
 with and which nobody has bothered to add to the Xcode system yet.  I
 could be wrong, though.

The patch hasn't been applied to the trunk or 2.1 branch.

I'll look into adding Bison to the Xcode project but I probably won't be able 
to 
do anything until the end of the week or next week.

Tim

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


Re: [Warzone-dev] Patch for Leopard QuesoGLC Linking Problem

2008-07-16 Thread Tim Baumgartner
Ari Johnson wrote:
 On Wed, Jul 16, 2008 at 3:33 PM, Tim Baumgartner [EMAIL PROTECTED] wrote:
 There is a Leopard compile problem (http://gna.org/bugs/?11940) in which
 QuesoGLC fails to link due to the location of some inline function
 definitions. I came up with a patch that fixes the issue (and submitted it
 to the QuesoGLC tracker) but I don't know when the problem will be fixed on
 the official QuesoGLC version.

 So that the problem doesn't persist for Leopard users trying to compile the
 Warzone trunk and/or 2.1 branch, I've modified the Xcode file so that it
 automatically applies the QuesoGLC patch during compilation. If this
 solution works for everyone (until QuesoGLC itself is fixed), I've attached
 both the QuesoGLC and Xcode patches. The script assumes the QuesoGLC patch
 is located in macosx/Resources/ because I didn't know a better place to put
 it but the location can easily be changed.
 
 
 My standard procedure would be to commit the patch into
 /macosx/external/.  Also, the patch should probably be applied in the
 script that extracts the QuesoGLC code into that directory, and only
 if the extraction takes place.  That would avoid multiple applications
 of the patch, although it would require a rm -rf
 macosx/external/quesoglc in existing checkouts.
 
 Oh, how I'd love for a better way to do it.  But that's the best I
 came up with and it works pretty well, on the whole. :)
 
 Ari
 

The script runs right after the script that downloads and extracts QuesoGLC. I 
put it in a new script build phase so that it would be easier to remove once 
QuesoGLC fixes the issue on their end but I can put it in the download script 
if 
you want.

For the actual patching, the script copies the patch from macosx/Resources/ to 
macosx/external/quesoglc/ and patches it from there. If the patch is in the 
quesoglc directory, the script assumes QuesoGLC has already been patched and 
doesn't try to re-patch it. This would alleviate the problem of having to rm 
-rf 
the quesoglc directory in existing checkouts.

In regards to storing the patch (the one I currently have in 
macosx/Resources/), 
you would like for it to be stored in macosx/external/, correct?

Tim

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


Re: [Warzone-dev] Patch for Leopard QuesoGLC Linking Problem

2008-07-16 Thread Tim Baumgartner
Ari Johnson wrote:
 On Wed, Jul 16, 2008 at 4:44 PM, Tim Baumgartner [EMAIL PROTECTED] wrote:
 Ari Johnson wrote:
 On Wed, Jul 16, 2008 at 3:33 PM, Tim Baumgartner [EMAIL PROTECTED] wrote:
 There is a Leopard compile problem (http://gna.org/bugs/?11940) in which
 QuesoGLC fails to link due to the location of some inline function
 definitions. I came up with a patch that fixes the issue (and submitted it
 to the QuesoGLC tracker) but I don't know when the problem will be fixed on
 the official QuesoGLC version.

 So that the problem doesn't persist for Leopard users trying to compile the
 Warzone trunk and/or 2.1 branch, I've modified the Xcode file so that it
 automatically applies the QuesoGLC patch during compilation. If this
 solution works for everyone (until QuesoGLC itself is fixed), I've attached
 both the QuesoGLC and Xcode patches. The script assumes the QuesoGLC patch
 is located in macosx/Resources/ because I didn't know a better place to put
 it but the location can easily be changed.

 My standard procedure would be to commit the patch into
 /macosx/external/.  Also, the patch should probably be applied in the
 script that extracts the QuesoGLC code into that directory, and only
 if the extraction takes place.  That would avoid multiple applications
 of the patch, although it would require a rm -rf
 macosx/external/quesoglc in existing checkouts.

 Oh, how I'd love for a better way to do it.  But that's the best I
 came up with and it works pretty well, on the whole. :)

 Ari

 The script runs right after the script that downloads and extracts QuesoGLC. 
 I
 put it in a new script build phase so that it would be easier to remove 
 once
 QuesoGLC fixes the issue on their end but I can put it in the download 
 script if
 you want.

 For the actual patching, the script copies the patch from macosx/Resources/ 
 to
 macosx/external/quesoglc/ and patches it from there. If the patch is in the
 quesoglc directory, the script assumes QuesoGLC has already been patched and
 doesn't try to re-patch it. This would alleviate the problem of having to rm 
 -rf
 the quesoglc directory in existing checkouts.

 In regards to storing the patch (the one I currently have in 
 macosx/Resources/),
 you would like for it to be stored in macosx/external/, correct?
 
 What you're doing is fine, but I do think that the patch should not be
 in macosx/Resources/.  The reason for this is that the Resources
 directory is intended for files that will be placed inside the
 application bundle or framework bundles that are created in the build
 process.  That is, resources for the application rather than resources
 for the build.
 

That makes sense, I just wanted to clear up a little confusion that I had. 
Also, 
do you still prefer for the patching to be applied in the download script? I'll 
make the changes and post back later today.

Tim

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


Re: [Warzone-dev] Patch for Leopard QuesoGLC Linking Problem

2008-07-16 Thread Tim Baumgartner

Ari Johnson wrote:

On Wed, Jul 16, 2008 at 5:06 PM, Tim Baumgartner [EMAIL PROTECTED] wrote:

Ari Johnson wrote:

On Wed, Jul 16, 2008 at 4:44 PM, Tim Baumgartner [EMAIL PROTECTED] wrote:

Ari Johnson wrote:

On Wed, Jul 16, 2008 at 3:33 PM, Tim Baumgartner [EMAIL PROTECTED] wrote:

There is a Leopard compile problem (http://gna.org/bugs/?11940) in which
QuesoGLC fails to link due to the location of some inline function
definitions. I came up with a patch that fixes the issue (and submitted it
to the QuesoGLC tracker) but I don't know when the problem will be fixed on
the official QuesoGLC version.

So that the problem doesn't persist for Leopard users trying to compile the
Warzone trunk and/or 2.1 branch, I've modified the Xcode file so that it
automatically applies the QuesoGLC patch during compilation. If this
solution works for everyone (until QuesoGLC itself is fixed), I've attached
both the QuesoGLC and Xcode patches. The script assumes the QuesoGLC patch
is located in macosx/Resources/ because I didn't know a better place to put
it but the location can easily be changed.

My standard procedure would be to commit the patch into
/macosx/external/.  Also, the patch should probably be applied in the
script that extracts the QuesoGLC code into that directory, and only
if the extraction takes place.  That would avoid multiple applications
of the patch, although it would require a rm -rf
macosx/external/quesoglc in existing checkouts.

Oh, how I'd love for a better way to do it.  But that's the best I
came up with and it works pretty well, on the whole. :)

Ari


The script runs right after the script that downloads and extracts QuesoGLC. I
put it in a new script build phase so that it would be easier to remove once
QuesoGLC fixes the issue on their end but I can put it in the download script if
you want.

For the actual patching, the script copies the patch from macosx/Resources/ to
macosx/external/quesoglc/ and patches it from there. If the patch is in the
quesoglc directory, the script assumes QuesoGLC has already been patched and
doesn't try to re-patch it. This would alleviate the problem of having to rm -rf
the quesoglc directory in existing checkouts.

In regards to storing the patch (the one I currently have in macosx/Resources/),
you would like for it to be stored in macosx/external/, correct?

What you're doing is fine, but I do think that the patch should not be
in macosx/Resources/.  The reason for this is that the Resources
directory is intended for files that will be placed inside the
application bundle or framework bundles that are created in the build
process.  That is, resources for the application rather than resources
for the build.


That makes sense, I just wanted to clear up a little confusion that I had. Also,
do you still prefer for the patching to be applied in the download script? I'll
make the changes and post back later today.


No.  I like it being separate, as long as it is intelligent about
deciding whether to actually apply the patch. :)


Alright, the Xcode script now looks for the QuesoGLC patch in macosx/external/. 
The updated Xcode project file patch is attached.


Tim
Index: macosx/Warzone.xcodeproj/project.pbxproj
===
--- macosx/Warzone.xcodeproj/project.pbxproj(revision 5562)
+++ macosx/Warzone.xcodeproj/project.pbxproj(working copy)
@@ -3171,6 +3171,7 @@
buildConfigurationList = 0223BBD30CFE3D5C0056EF85 /* 
Build configuration list for PBXNativeTarget QuesoGLC */;
buildPhases = (
0223BBDD0CFE3E290056EF85 /* Fetch source */,
+   22E849A80E2E0E8F002591A4 /* Patch */,
02F5CC4F0D148FC3A2D0 /* Create database.c 
*/,
0223BBCC0CFE3D5C0056EF85 /* Headers */,
0223BBCD0CFE3D5C0056EF85 /* Resources */,
@@ -3741,6 +3742,20 @@
shellPath = /bin/sh;
shellScript = 
DIRECTORY=\SDL_net-1.2.6\\nOUTDIR=\SDL_net\\nFILENAME=\SDL_net-1.2.6.tar.gz\\nSOURCE=\http://www.libsdl.org/projects/SDL_net/release/SDL_net-1.2.6.tar.gz\\nMD5=\7be5b9ef36129ee187ace96906cd264c\\n\ncd
 external\n\nif [ -d \$OUTDIR\ ]; then\n  echo \$OUTDIR already exists, 
skipping\\n  exit 0\nfi\n\nif [ -d \$DIRECTORY\ ]; then\n  echo \$DIRECTORY 
exists, probably from an earlier failed run\ 2\n  exit 1\nfi\n\nif [ ! -r 
\$FILENAME\ ]; then\n  echo \Fetching $SOURCE\\n  if ! curl -L -o 
\$FILENAME\ \$SOURCE\; then\necho \Unable to fetch $SOURCE\ 2\n
exit 1\n  fi\nfi\n\nHAVEMD5=`md5 \$FILENAME\ | sed -n -e 's/^MD5 (\\(.*\\)) = 
\\(.*\\)$/\\2/p'`\n\nif [ -z \$HAVEMD5\ ]; then\n  echo \Unable to compute 
md5 for $FILENAME\ 2\n  exit 1\nfi\n\nif [ \$HAVEMD5\ != \$MD5\ ]; 
then\n  echo \Md5 does not match for $FILENAME\ 2\n  exit 
1\nfi\n\nEXTENSION=`echo $FILENAME | sed -e 's

Re: [Warzone-dev] Xcode project

2008-07-14 Thread Tim Baumgartner
I think I've updated the Xcode project file properly but I've never really used 
Xcode before so I'm not 100% sure. lib/framework/treapint.h was removed, 
src/positiondef.h was added, and the project builds successfully with the 
updated project file.


Tim

Giel van Schijndel wrote:

Due to the changes in r5531 [1], i.e. the addition of src/positiondef.h
and r5544, i.e. the removal of lib/framework/treapint.h, the Xcode
project may require an update.

Thus my request if anyone with access to a Mac would be so kind to
update this.

[1] http://developer.wz2100.net/changeset/5531
[2] http://developer.wz2100.net/changeset/5544





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


Index: macosx/Warzone.xcodeproj/project.pbxproj
===
--- macosx/Warzone.xcodeproj/project.pbxproj(revision 5546)
+++ macosx/Warzone.xcodeproj/project.pbxproj(working copy)
@@ -659,6 +659,7 @@
02F5CC900D149658A2D0 /* poptparse.c in Sources */ = {isa = 
PBXBuildFile; fileRef = 02F5CC870D149658A2D0 /* poptparse.c */; };
02F5CC910D149658A2D0 /* system.h in Headers */ = {isa = 
PBXBuildFile; fileRef = 02F5CC880D149658A2D0 /* system.h */; };
02F5CCC00D1498A3A2D0 /* Popt.framework in Frameworks */ = 
{isa = PBXBuildFile; fileRef = 02F5CC6D0D1494AAA2D0 /* Popt.framework */; };
+   2234C2A00E2BE18200E7704C /* positiondef.h in Copy frameworks */ 
= {isa = PBXBuildFile; fileRef = 2234C29F0E2BE18200E7704C /* positiondef.h */; 
};
9742E5730DF9975E000A5D41 /* lexer_input.c in Sources */ = {isa 
= PBXBuildFile; fileRef = 9742E5710DF9975E000A5D41 /* lexer_input.c */; };
9742E5740DF9975E000A5D41 /* lexer_input.h in Copy frameworks */ 
= {isa = PBXBuildFile; fileRef = 9742E5720DF9975E000A5D41 /* lexer_input.h */; 
};
9742E5770DF9979C000A5D41 /* parsetest.c in Sources */ = {isa = 
PBXBuildFile; fileRef = 9742E5750DF9979C000A5D41 /* parsetest.c */; };
@@ -850,6 +851,7 @@
02DE76070DC3B84900D48F58 /* GLee.h in Copy 
frameworks */,
9742E5740DF9975E000A5D41 /* lexer_input.h in 
Copy frameworks */,
9742E5780DF9979C000A5D41 /* parsetest.h in Copy 
frameworks */,
+   2234C2A00E2BE18200E7704C /* positiondef.h in 
Copy frameworks */,
);
name = Copy frameworks;
runOnlyForDeploymentPostprocessing = 0;
@@ -1048,7 +1050,6 @@
0246A0B90BD3CBD5004D1C70 /* strresly.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
strresly.h; path = ../lib/framework/strresly.h; sourceTree = SOURCE_ROOT; };
0246A0BA0BD3CBD5004D1C70 /* treap.c */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; name = 
treap.c; path = ../lib/framework/treap.c; sourceTree = SOURCE_ROOT; };
0246A0BB0BD3CBD5004D1C70 /* treap.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
treap.h; path = ../lib/framework/treap.h; sourceTree = SOURCE_ROOT; };
-   0246A0BC0BD3CBD5004D1C70 /* treapint.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
treapint.h; path = ../lib/framework/treapint.h; sourceTree = SOURCE_ROOT; };
0246A0BD0BD3CBD5004D1C70 /* trig.c */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; name = 
trig.c; path = ../lib/framework/trig.c; sourceTree = SOURCE_ROOT; };
0246A0BE0BD3CBD5004D1C70 /* trig.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
trig.h; path = ../lib/framework/trig.h; sourceTree = SOURCE_ROOT; };
0246A0BF0BD3CBD5004D1C70 /* types.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
types.h; path = ../lib/framework/types.h; sourceTree = SOURCE_ROOT; };
@@ -1688,6 +1689,7 @@
02F5CC860D149658A2D0 /* poptint.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
poptint.h; path = external/popt/poptint.h; sourceTree = SOURCE_ROOT; };
02F5CC870D149658A2D0 /* poptparse.c */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.c; name = 
poptparse.c; path = external/popt/poptparse.c; sourceTree = SOURCE_ROOT; };
02F5CC880D149658A2D0 /* system.h */ = {isa = 
PBXFileReference; fileEncoding = 30; lastKnownFileType = sourcecode.c.h; name = 
system.h; path = external/popt/system.h; sourceTree = SOURCE_ROOT; };
+   

Re: [Warzone-dev] 2.1 beta4

2008-07-06 Thread Tim Baumgartner
I'm interested in doing some OS X maintenance but have the same problem with 
time. Still, I can help out a few hours a week to hopefully cut down on the 
number of OS X bugs. I've been doing a little OS X bug work and have a slight 
familiarity with the codebase so feel free to direct things my way (or I can 
continue to look through the posted OS X bugs).

Tim

Ari Johnson wrote:
 On Sun, Jul 6, 2008 at 2:33 PM, Dennis Schridde [EMAIL PROTECTED] wrote:
 Am Sonntag, 6. Juli 2008 20:34:47 schrieb Dennis Schridde:
 Hey!

 I would like to release 2.1 beta4 as soon as possible.
 PS: This includes not waiting for any MacOS bugs.
 Since it appears to me we do not have a maintainer for that anymore, there is
 no sense in waiting for the bugs to be fixed by some magic.

 Ari: If I am wrong with that maintainer assumption, please notify me.
 
 You're right.  I'm very busy and want to pass on the OS X maintenance
 to someone else, if anyone is interested.  The OS X bugs are probably
 very easy to fix since they have all been introduced as we've gone
 along adding new features and changing around the code - the game
 worked nearly perfectly in 2.0.x.  I just don't have time to hunt down
 all the regressions and fix them at this time.  I definitely want to
 see the game remain workable on OS X, though, so hopefully someone
 else can step in.  I'd be more than happy to help whoever does so get
 familiar with the code.
 
 ___
 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