On Fri, Feb 17, 2012 at 3:10 AM, buginator wrote:
>> Because we have lots of events being called (and more being added all
>> the time) that not every script should be forced to implement just to
>> make the warnings disappear.
>
> Eh ? You are inviting bugs then, as can be seen by 001ef35faf1.
I
On Thu, Feb 16, 2012 at 2:49 PM, Christian Ohm wrote:
> It looks to me that change adds a warning if we call any undefined
> function. I noticed this behaviour already when I used a wrong function
> name, and it took a bit to find the problem, since the game just
> silently ignored that line. If t
On Thu, Feb 16, 2012 at 4:04 AM, GitHub wrote:
> Commit: b18b76ea8a553b06c4f7258fc8432c7db280b9aa
>
> https://github.com/Warzone2100/warzone2100/commit/b18b76ea8a553b06c4f7258fc8432c7db280b9aa
> Author: vexed
> Date: 2012-02-15 (Wed, 15 Feb 2012)
>
> Changed paths:
> M src/qtscript
On Tue, Jan 24, 2012 at 8:42 PM, Christian Ohm wrote:
> On Monday, 23 January 2012 at 21:04, buginator wrote:
>> Eh ? where did this come from, I see no mail from dak180 anyplace, so
>> no idea what the context of this was.
>
> Seems they get eaten by the mailing list. So what now? A new gna list
I think the default version (which is going to be SDL, barring sudden
bugs) should be the warzone2100 executable.
- Per
On Mon, Dec 26, 2011 at 5:56 PM, Christian Ohm wrote:
> https://github.com/cybersphinx/warzone2100/commits/master builds both
> versions (if the needed stuff is available). T
The current MP tech tree contains a lot of techs that cannot be
researched, since none of their prerequisites are ever enabled. Unless
someone objects, I will be pruning the tech tree and remove them.
- Per
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On Wed, Jul 27, 2011 at 2:40 AM, wrote:
> Add a map preview tool, fix various things in tools/map.
I'm not sure what editor you use, but it totally screws up
indentation. Please fix it.
I'm not sure why cmake was chosen. It seems a bit out of place.
It also does not build here:
[per@localhos
As I am nearing completion on my savegame port, I see the need to
reorganize the way map / savegame files (hereafter only called map
files) are stored and mounted for increased sanity and clarity. This
is the plan:
1) All map files contain a .ini file - this replaces the
current .gam file and the
On Sat, Jul 9, 2011 at 6:21 PM, buginator wrote:
> Note, it seems that the license for this stuff is Apache 2, and that
> doesn't mesh well with our license, so, I believe, that we can't have
> this in our repo.
> It doesn't look like having static or dynamic version of this changes
> anything eit
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On Tue, May 17, 2011 at 7:44 PM, Safety0ff wrote:
> Is everyone still on board with this?
I am, but I think we should use the recently released Eigen 3, which
is still not much supported on linux distros. Not sure if that means
we should inline it in our own distribution for a while. By the time
On Sun, May 8, 2011 at 8:34 PM, Christian Ohm wrote:
> Is the ini loader able (to be hacked) to ignore _() around string values? Then
> we could just have lines like "name = _("Basic Tutorial")" which automatically
> get added to the po files. I guess for the integrated iniparser in 2.3 that'd
> b
WIP proposal on how to redesign the campaign loading:
"New Campaign" menu -> list of menu items, loaded from directory
"campaigns", one ini file describing each. In addition, the old
campaign, since it is unlikely that we will finish porting it in time
for a stable release.
"Tutorial" menu -> list
On Tue, May 3, 2011 at 3:22 AM, buginator wrote:
> I was pondering, if switching to a Qt frontend for Warzone would be a
> good idea or not ?
IMHO, we should look into using Qt Quick to reimplement the pre-game
dialogs first, then use that experience to reimplement the in-game GUI
later.
No need
On Sat, Apr 30, 2011 at 12:59 PM, Christian Ohm wrote:
> No other changes that should be done for 2.3.8?
Well, there was some talk about balance adjustments. I believe there
was one range change for which there was pretty universal agreement.
Zarel?
- Per
__
On Tue, Apr 26, 2011 at 10:24 PM, Christian Ohm wrote:
> I think the feature branches model is our best bet to achieve that. master
> won't ever have unfinished stuff delaying a release, and features can be
> developed in a branch as fast or slow as wanted without delaying a release.
I still reme
On Sun, Apr 24, 2011 at 10:04 AM, Per Inge Mathisen
wrote:
> * We merge Qt branch into master immediately.
The commit message may not have looked like much, but the merge has
now been done.
- Per
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On Sun, Apr 24, 2011 at 9:47 PM, buginator wrote:
> In short, we have asserts that fire, and we *know* there is a issue,
> but can't get at that issue for multiple reasons. No need to spam the
> in-game console with assert messages.
Then stop sending LOG_ERROR to the console?
Perhaps make a new
On Sun, Apr 24, 2011 at 12:43 PM, Christian Ohm wrote:
> I've wondered if the concept of "stable release" is actually useful for us.
It is useful for users.
We should definitely aim for quicker releases later on. Not really
sure how to do this. I think this is mostly dictated by what we want
to
On Sun, Apr 24, 2011 at 2:13 PM, Safety0ff wrote:
> Last time I checked, for Qt widgets to work properly on all platforms
> with Opengl we need to use a qgraphicsview and a qglwidget subclass, and
> set the glwidget as the background for the graphics view (like this:
> http://www.qtcentre.org/wiki
The attempt to do a partial merging of Qt branch into master ran into
some problems that required major surgery of master in order to work.
The question was posed if we should be spending so much time fixing up
master, when we could just be focusing our efforts on making the Qt
branch work instead.
On Sun, Apr 24, 2011 at 6:36 AM, buginator wrote:
> Unless there are any objections, I plan to demote ASSERT_FAILURE() to
> use LOG_INFO instead of LOG_ERROR.
>
> The main reason for this is that LOG_ERROR is meant for serious
> errors, and all LOG_ERRORs are echoed to the in game console on all
>
Hello,
Qt branch still appears to have some issues that need to be looked at,
but also is collecting work that makes it diverge rapidly from master.
I am in particular thinking about my own recent work on savegames
(using QSettings) and javascript (using QtScript). These do not depend
on the Qt ma
On Fri, Apr 1, 2011 at 1:50 AM, buginator wrote:
> If you think it is ready, and the old scripts still work as before,
> then I have no real objections.
> Will this always be the case though ? Will the old scripts still be
> supported after Qtscript is finished ?
That is up to us. Personally I
On Thu, Mar 31, 2011 at 5:08 AM, Safety0ff wrote:
>> PS The new javascript scavenger script is attached as an example for
>> those too lazy to look in the qtscript branch.
>
> From the script:
> "And we can use the built-in Math library
> switch (Math.random() * 10)"
>
> How does that work with C
The QtScript branch (perim/qtscript) now has a working implementation
of javascript for scavengers. The old scripting system runs fine side
by side with it. Saving and loading works as well. The code should be
short and easy to understand, but I have been writing it incrementally
by myself, so it i
On Fri, Mar 18, 2011 at 1:30 AM, buginator wrote:
> While discussing the current savegame format, it was brought to my
> attention that we currently have this ticket about a proposed new
> format.
> http://developer.wz2100.net/ticket/652
>
> Unsure of the status, and if we want to go that route or
Safety0ff: is windows 2000 > or < windows xp in terms of compatibility?
Windows 2000 < Windows XP
i think windows xp is a good lower bound for supported windows platforms
usually i'd say we shouldn't aim to support platforms that the
manufacturer has ceased support for, but in the case of windo
On Sat, Mar 5, 2011 at 6:39 AM, Safety0ff wrote:
> I successfully cross compiled the Qt branch using mingw-cross-env.
Awesome!
> I had to merge master, and I pushed it here:
> https://github.com/Safety0ff/warzone2100/commits/qt
Feel free to push to origin (?) qt branch.
- Per
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On Sun, Jan 30, 2011 at 8:26 AM, buginator wrote:
> Since most everything in master is now changed so pretty much all old
> patches don't apply cleanly anymore anyway, I would like to take this
> time to fix a few remaining issues
There is a difference between "does not apply cleanly" and "will h
On Fri, Jan 28, 2011 at 2:10 AM, Safety0ff wrote:
> Next subject: Opinions on moving miniupnpc from lib/netplay to somewhere
> else?
I don't really care either way. If you feel like moving it, I'm fine with that.
- Per
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On Sat, Jan 15, 2011 at 7:18 AM, Safety0ff wrote:
> While working on a CMake build system I took the opportunity to move the
> contents from lib to src.
Generally, I am worried that we are now making so many huge changes to
the codebase that all existing patches soon have to be written from
scrat
On Sat, Jan 8, 2011 at 2:53 PM, wrote:
> Fix autogame AIs building on top left corner of map, if not running on host.
What is the difference between NetPlay.maxplayers and game.maxplayers?
And shouldn't they be the same (be merged)?
- Per
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Warzo
We need to discuss how to make the terrain code a bit more sane. The
current mess is unmaintainable. I do not have a clear idea about the
issue that Buginator found, so I hope that he can write a bit about
those. I will focus on the conversion issue.
Currently the old (current) map format is loade
This is arguably more correct, since micro-AI should not change
orders, and fixes #2391, but could have side-effects I am not aware
of. So please comment if you suspect something might get fishy.
Patch:
http://developer.wz2100.net/attachment/ticket/2391/aishoulduseactions.diff
- Per
_
On Fri, Dec 10, 2010 at 5:07 PM, wrote:
> Remove all traces of the utterly useless apsOilList.
>
> This deletion spree was inspired by the fact that the condition
> psStruct->type == REF_RESOURCE_EXTRACTOR can never be true for structures,
> since OBJ_STRUCTURE ≠ REF_RESOURCE_EXTRACTOR.
While
Hello,
I am working on improving the model renderer with extensive use of
shaders. The reason for this is that model rendering in Warzone is
highly dynamic, and trying to fit it into the VA/VBO model without
shaders is just not going to work. And without VBOing the models, the
new artwork being pr
On Sun, Nov 28, 2010 at 10:21 PM, wrote:
> Branch: refs/heads/3.0
> Home: https://github.com/Warzone2100/warzone2100
>
> Commit: cc0756a10adaf59e67dd29e13ad60cdd75e43514
>
> https://github.com/Warzone2100/warzone2100/commit/cc0756a10adaf59e67dd29e13ad60cdd75e43514
> Author: safety0ff
> Dat
On Wed, Nov 24, 2010 at 5:43 PM, Christian Ohm wrote:
> That commit is not the one in 3.0, it should only affect terrain, not
> buildings. Not sure about the exact effects it will have though.
It will still hobble the AI, since it does not understand that firing
at terrain does not do much good.
I saw in the changelog to 2.3.6 that this fix had been included:
* Fix: Projectiles going through terrain due to bad terrain height
calculations, terrain shading
(commit:08f9fa58789d20c64ed8eaa0e9076b08d4cf8947)
Given the number of problems with the side-effects of this fix (cannot
shoot over buil
Hey,
I tried to play Warzone 3.0 beta on a friend's fresh Win7
installation, and noticed that the game quit right away. Since I knew
there would be an error log file, I figured out that the system lacked
proper OpenGL drivers. However, less experienced users would not
figure this out as easily, an
I suppose the reason why you think savegames will be broken is because
you are modifying the scripts? But you can do some script
modifications without breaking savegames. As long as you do not change
the order of initialization or the number of variables and/or
functions, things should be fine.
How much lost history are we talking about here?
- Per
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On Mon, Nov 1, 2010 at 2:17 PM, Cyp wrote:
> Should the modifier affect damage in single-player skirmish?
IMHO, no. This is a campaign-only setting.
- Per
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On Mon, Nov 1, 2010 at 1:34 PM, Cyp wrote:
> Fix power generation speed in multiplayer depending on game options
> difficulty level.
>
> Basically, any player that changed the game difficulty level to help them
> beat the campaign would end up accidentally cheating 10% extra power in
> multipla
http://developer.wz2100.net/ticket/1906
"No changeset 0054f1c83268bd07b5c9faaf83e2f0b4b64b976e in the repository"
Huh?
- Per
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I'm a bit out of the loop, I guess, on the git stuff. Are we now all
using gitorious, or are some people still hanging out at sf.net? If
gitorious is so horrible, perhaps we should try github? I use that for
another project at work with rather large data files, and it seems
snappy.
- Per
__
I am a little confused by these commit messages. First, why are so
many sent by dak180, even though he is not the committer? Second, I
really really miss the ability to see the diff in trac with a link
from the email. That was so helpful for a quick post-ex-facto code
review. Since we do not have t
I was told by Zarel and cybersphinx earlier that you absolutely needed
resolution changing before qt-branch could be merged, and now that
I've started working on it, you tell me you do not want it anyway?
(http://forums.wz2100.net/viewtopic.php?f=4&t=6611) Instead you come
up with new arguments why
On Sat, Oct 9, 2010 at 10:00 PM, Giel van Schijndel wrote:
> If by delete everything you mean 'svn rm' style deletion (i.e. a commit
> to remove everything from svn HEAD) then I agree.
That means if you do 'svn up' by accident on an old checkout, your
entire working tree is totally FUBAR. Please
On Sat, Oct 2, 2010 at 6:28 AM, buginator wrote:
> I would like to split all the terrain (perhaps decal textures as
> well?) out of data/base and instead shove them in data/textures, and
> while I am at it, move mp back into base, and rename base back to
> warzone.wz. (data/warzone)
I do not real
On Tue, Sep 28, 2010 at 4:58 AM, buginator wrote:
> Having said that, gitorious was *VERY* slow (35-40K/sec) when I did
> the initial clone
It has been slow for me as well in recent days. Hopefully this is a
temporary problem. I kind of assume so, because they host things like
Qt there, and I can
On Tue, Sep 28, 2010 at 5:25 AM, buginator wrote:
> On 9/27/10, buginator wrote:
>> It was said that it would be a good idea to get a CVE.
>> http://cve.mitre.org/cve/obtain_id.html
>>
>> Anyone care to chime in on this one way or the other ?
>>
>
> Since I was just a tad bit too terse... the rea
On Mon, Sep 20, 2010 at 10:17 AM, Giel van Schijndel wrote:
> Except that we never used floats to store HP, experience or power (and
> never should use floats for that), so those points are moot.
Except we did. We used floats all over the place for movement/position
calculations, power, experienc
On Mon, Sep 20, 2010 at 4:05 PM, Giel van Schijndel wrote:
> I would like to propse to add a linear algebra library as a dependency
> to Warzone. One library I have in mind (and have had good experience
> with in the past) is Eigen [1].
Eigen is really nice. However, it requires turning every pi
On Mon, Sep 20, 2010 at 1:42 AM, Giel van Schijndel wrote:
> Moreover, *why* does it need to be in fixed point?
Did you miss all of the discussion about how the FPU rounds
differently on some platforms in some cases? We need fixed point to
get determinism. Epsilons do not help.
- Per
On Sun, Sep 19, 2010 at 10:59 PM, Giel van Schijndel wrote:
> Do you have any pointers regarding *where* it is used for game state?
Projectile code.
> Is it used by newnet only, or by trunk as well?
Newnet is trunk.
BTW, do you ever look at your IRC window (or however you visualize
your presen
On Sun, Sep 19, 2010 at 10:13 PM, wrote:
> Log Message:
> ---
> piematrix: use floats instead of fixed point DEG degree values for rotations
>
> Allow passing of degrees as floats to the pie_MatRot[XYZ] functions.
>
> This commit further helps in getting rid of fixed point math.
You shou
On Sun, Sep 19, 2010 at 10:12 PM, wrote:
> Log Message:
> ---
> piematrix: prepare for removal of fixed point math
Careful! I believe some of this math is used for game state, and that
needs to be in fixed point, or else newnet will break.
- Per
__
On Thu, Sep 16, 2010 at 6:00 PM, Giel van Schijndel wrote:
> Considering that most places we use "SDL_opengl.h" we only use it to
> properly include "gl.h" and "glu.h" we could probably take that part
> from "SDL_opengl.h" (which is independent of SDL) and move that into a
> wrapper header in lib/
On Wed, Sep 15, 2010 at 9:08 PM, wrote:
> Log Message:
> ---
> Replace #ifdef(APPLE) #include <$path/gl.h> sections with
> which handles this already
Please do not mess around too much with SDL related stuff, if you do
not strictly need to, since it breaks Qt branch.
- Per
On Thu, Sep 2, 2010 at 6:36 AM, wrote:
> Log Message:
> ---
> 2.3: Rebalance 0.8.1:
> - Removed Cyclone turret
Did you check that Cyclone is never referenced by the AI(s)?
I can't check right now (or for a few days, probably).
- Per
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On Wed, Aug 18, 2010 at 1:22 AM, buginator wrote:
> On 8/17/10, Per Inge Mathisen wrote:
>> On Tue, Aug 17, 2010 at 6:19 AM, wrote:
>>> Add a banned IP list to the game. All people that are kicked will be
>>> entered into the file.
>>>
>>> People
On Tue, Aug 17, 2010 at 6:19 AM, wrote:
> Add a banned IP list to the game. All people that are kicked will be entered
> into the file.
>
> People using the same IP can *never* enter the game again. All attempts are
> logged.
>
> There is currently a limit of 1000 entries.
>
> ** *All entries
On Tue, Aug 10, 2010 at 2:06 PM, Christian Ohm wrote:
> I don't know who put the release date for 2.3.4 in trac to the end of this
> month - I intend to release it soon, since the burn damage bug is quite severe
> imo (possibly making the campaign unplayable or at least way more difficult).
> Obje
On Mon, Jul 26, 2010 at 9:37 PM, Guangcong Luo wrote:
> You'll notice on the forums quite a few people disagreed with the trunk power
> system.
I saw only quite a few people saw no reason to change anything, none
of whom said they had actually tested trunk. That is only the to be
expected level o
On Tue, Jul 27, 2010 at 3:22 PM, Per Inge Mathisen
wrote:
> next weekend
I mean this weekend.
- Per
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Let's keep our cool for a bit and see if more bloopers surface before
we rush to re-release anything.
Then we can push out 2.3.3 next weekend, hopefully this time with some
actual testing done. Although I cannot promise anything in that
department -- Starcraft 2 just came out.
- Per
__
Hello list,
I am seeing a lot of bug coming from launchpad to this list now. They
are posted each with a unique email address (like
500...@bugs.launchpad.net), that are rejected since they are not
subscribers. How should we handle these? (The admin panel shows 40
launchpad bug report emails awaiti
On Mon, Jul 26, 2010 at 4:22 AM, Guangcong Luo wrote:
> Ye gods, the last time our current release branch was branched from
> trunk was two years and two major versions ago. I really don't want to
> continue that.
At least that branch is stable and playable, which is more than can be
said for tru
I felt like writing a suggestion for a note to distributors, intended
to be a new file "DISTRIBUTORS", summarizing some of the info and
advice that I've given various distributors over the years. Please
take a look and comment.
- Per
A note to distributors
==
We are very ha
There has been some discussion about this issue in the ticket (
http://developer.wz2100.net/ticket/1970 ). I suggest follow-ups are
posted here, or that we move the discussion over to the forums.
- Per
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h
For newnet, we need determinism, and the old multiprocessing framework
for path-finding where paths were generated in a separate thread at
its own leisure breaks that.
However, running path-finding in lock-step with the main thread
introduces a very narrow bottleneck in the game that we will alway
I will post my thoughts later. Can you (Zarel) post this on the forums
as well to get input from users? And please mention while you are at
it how it compares to the current (2.3) power system (which has what I
would call two phase power flow system).
And it is not at all fair to imply that gerard
On Sun, Jul 4, 2010 at 11:00 PM, Guangcong Luo wrote:
> First: I believe that incrementing netcode version in a stable branch
> is a big thing. I think that incrementing netcode version should
> always be mentioned in the commit log (no matter which branch), and if
> done to a stable branch, shoul
On Thu, Jun 24, 2010 at 5:40 AM, buginator wrote:
> If we start to add features that do require beta testing, what are we
> going to do ?
We could do beta testing...
- Per
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One thing we should consider backporting to 2.3 is the wavecast code,
which makes visibility a ton faster in trunk than in 2.3.
- Per
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On Wed, Jun 23, 2010 at 5:03 AM, wrote:
> Qt dies on this date, Tuesday, June 22, 2010.
> R.I.P
Is this supposed to be some kind of practical joke?
- Per
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On Mon, Jun 21, 2010 at 7:37 AM, Safety0ff wrote:
> endian_* word (defined in endian_hack.h, inline functions that
> swap using pointers, used ~511 times)
This will go away once we replace the current savegame format.
> I think we should rename endian_hack.h to wz_endian.h and turn it
On Thu, Jun 10, 2010 at 9:52 PM, Christian Ohm wrote:
> Since noone else proposed any maps, suggestions by just looking at the preview
> (all from the addons page):
>
> 2 player:
> Arena #22, Battle, Stripmine
>
> 4 player:
> Arena #14 (for Dydo-AI), Garond Valley, Spiral Mountain
>
> 8 player:
>
On Mon, May 24, 2010 at 9:34 PM, Christian Ohm wrote:
> Two problems I've noticed:
>
> 1. Video playback is very jerky (SDL is smooth). I got the impression it is
> worse for the first video when several are played (view intro for example, or
> the campaign start), but maybe it's just more noticea
I put the Quesoglc text renderer back in again in the Qt branch, and
now text drawing should work as good as before on every platform.
Possible other problems related to clobbering OpenGL states should be
fixed as well. Can platform maintainers (or others) please update
build files and check if the
http://developer.wz2100.net/ticket/1581 must be fixed before 2.3.1 can
be released.
If anyone have some suggestions for new maps to include, that would be
a nice bonus.
- Per
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On Tue, May 18, 2010 at 10:11 PM, Christian Ohm wrote:
> Well, Pabs said he's waiting for 2.3.1 to upload to Debian, so if you're ok
> with 2.2.4 for their next release... Anyway, there was other stuff, like
> making
> the movie subtitles translatable and translation updates. And it also doesn't
On Tue, May 18, 2010 at 9:07 PM, Christian Ohm wrote:
> How about releasing 2.3.1 soon? There have been quite a few commits since
> 2.3.0, arguably the most important being Dydo-AI's license.
If that is the most important thing that has been done, then surely
there is no hurry?
- Per
_
On Fri, May 14, 2010 at 3:12 AM, Stephen Swaney wrote:
> On Thu, May 13, 2010 at 08:43:45PM -0400, buginator wrote:
>> Anyone have any objections to this patch:
>> http://developer.wz2100.net/ticket/1757 ?
>
> I say apply it. Team colors is the direction we are heading in.
I'm fine with the idea
On Thu, May 13, 2010 at 1:22 PM, Sebastiano Giuseppe D'Agata
wrote:
> Some days before I, visited your homepage and I' ve seen, that you are
> searching for somebody, who is able to create houses and ruins...
> for "warzone". I know this game and I like to play it sometimes. I'm a
> draftsman, and
On Thu, May 13, 2010 at 2:20 AM, buginator wrote:
> While I haven't personally tested trunk in a long time, Zarel
> mentioned that the pathwalking is broken.
It is, but there are (too) many patches to fix this problem. This
needs to be sorted out, but I do not see this as a long-term problem.
>
There has been some talk on IRC about future release plans, and I
thought we should get that discussion started here.
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 sc
On Wed, May 12, 2010 at 3:51 AM, buginator wrote:
> This has been postponing indefinitely, until we get a working CC
> version (I forgot all about this), and we can get a mac developer who
> has time to find out what the problem is with Qt on the mac.
This situation is very unfortunate. I have po
Ok, sorry about the really bad pun. The point is, I think it is about
time to leave the barren wastes of svn behind, and head for the
promised lands of git. I've been looking into the newline issues, and
I am convinced that they can be properly terminated. That leaves only
the question of whether g
On Mon, Apr 26, 2010 at 6:18 PM, Guangcong Luo wrote:
> Currently, we have two text files in data/base/images/, intfac.img and
> frontend.img, which have the .img extension.
>
> Unfortunately, .img means "Disk Image" in Mac OS X, and means "disk
> image", "bitmap graphic", etc in several other obs
On Sun, Apr 25, 2010 at 4:20 PM, Paul Wise wrote:
> On Sun, 2010-04-25 at 16:16 +0200, Christian Ohm wrote:
>
>> http://developer.wz2100.net/browser/tags/2.3.0/lib/netplay/miniupnpc says the
>> license file is included, but maybe it's missing from the tarball.
>
> Aha, so Makefile.am just needs an
On Sun, Apr 25, 2010 at 3:49 PM, Paul Wise wrote:
> Folks on IRC suggested that would be easy to resolve so I was going to
> wait for 2.3.1 to be released.
There is no plan for when that is supposed to happen yet.
>> Our iniparser is a heavily modified fork and needs to be included.
>
> Any plan
On Sun, Apr 25, 2010 at 8:58 AM, Paul Wise wrote:
> [Please CC me on reply, I'm not subscribed]
>
> I just started reviewing the changes between 2.2.4 and 2.3.0 so I could
> upload warzone2100 2.3.0 to Debian.
>
> Unfortunately I noted that the new mod Dydo-AI is CC-NC-SA licensed
I suggest you d
On Sat, Apr 24, 2010 at 5:32 AM, Guangcong Luo wrote:
> They don't look like crap at normal zoom.
Most configurations look like crap even at max zoom out.
- Per
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A release candidate should either be dropped back into beta, or stay
in code freeze, which means nothing but build fixes, documentation
changes or translations go in. Let's maintain some self-discipline now
and ship this thing without further fixes. Then we can focus on making
2.3.1 and trunk great
On Tue, Apr 20, 2010 at 11:36 PM, Stephen Swaney wrote:
> An idea worth stealing?
Indeed.
Note that such images should not have the logo written into the image
itself, as we draw it over the image anyway. Nor we need to pretend
Pumpkin Studios has anything to do with this game anymore.
- Per
On Mon, Apr 19, 2010 at 7:27 AM, Kreuvf wrote:
> Oh what? I tested it with a piece of ChangeLog and it was okay D: Could you
> describe the problem, per?
The headers did not get their [b]...[/b]s set. The -r made everything
I learned about sed wrong, so I had to remove that. Please be nice to
me
On Sun, Apr 18, 2010 at 2:52 AM, buginator wrote:
> Ok, I am fine with either a tag or a branch, as soon as Per OKs it,
I'm ok with that.
- Per
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