On Sun, Jun 15, 2008 at 4:11 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
>> That would mean keeping one music playlist in data/ and one in
>> ~/.warzone2100. I do not like duplicated data files, as that tends to
>> be confusing.
>
> Nope, it wouldn't be a duplication because the one in ~/.war
On Sun, Jun 15, 2008 at 1:46 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> Per Inge Mathisen schreef:
>> I would like to commit the original game music to the repository under
>> base/music. I ripped it directly from the game CDs, using normal ogg
>> compression
I would like to commit the original game music to the repository under
base/music. I ripped it directly from the game CDs, using normal ogg
compression. Any objections?
The music playing patch that is attached is a quick hack, but should
work well enough.
- Per
Index: lib/sound/playlist.c
=
On Fri, Jun 13, 2008 at 2:03 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> Per Inge Mathisen schreef:
>> On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel <[EMAIL PROTECTED]>
>> wrote:
>>> Sure, but do we want to change every single [lexer interpreted
On Fri, Jun 13, 2008 at 8:55 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> Sure, but do we want to change every single [lexer interpreted] file format
> to Lua?
Why not? :-)
I guess some can just plain be retired, like the animation lexer,
which WZM will obsolete entirely.
- Per
__
On Fri, Jun 13, 2008 at 8:31 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> PS That someone is me. I changed several parsers (.y files) to use the
> %destructor feature, which is only available without being seriously
> broken in Bison > 2.1.
Could we revert those changes and go back to relyi
On Fri, Jun 13, 2008 at 6:00 AM, bugs buggy <[EMAIL PROTECTED]> wrote:
> I'll get back to the other parts, but I would like to know why the
> extremely short gestation period for the new contract/readme ?
>
> You blink, and you miss everything.
>
> I left the issues about this on the forums, but I
On Fri, Jun 13, 2008 at 1:35 AM, Christian Ohm <[EMAIL PROTECTED]> wrote:
> For playback I'd prefer using FFMPEG to the OGG libraries directly,
> since this will make it easier for others to make movies for mods
> without lossy reencoding into obscure formats.
Note that ffmpeg is not distributed b
For those of you who have not followed the latest events on the forum
and/or IRC, EIDOS have now granted us permission to distribute both
the FMVs and the soundtracks from the original game under the GPL.
This bodes well for the future.
It does, however, give us somewhat of a challenge for 2.1, wh
On Tue, Jun 10, 2008 at 12:23 AM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> We are:
> - Defining DEBUG on debug builds and not otherwise.
> - Defining NDEBUG to shutup asserts.
> It also seems inconsistent to sometimes decide depending on DEBUG and
> sometimes depending on NDEBUG, for the same c
On Sun, Jun 8, 2008 at 7:01 PM, Freddie Witherden <[EMAIL PROTECTED]> wrote:
> Since we are yet to announce beta-3 I am suggesting that we remove
> all beta3 builds from Gna! (there is always the nightly builds by
> Giel if you want bleeding edge) or rename them accordingly.
I do not see why we ne
We found and fixed a serious endianness problem in the network code
(packet size was not byte swapped), which means we will have to
recreate the binaries again. Sorry.
Let me know when you are ready.
- Per
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We now have two Mac builds. I understand that Ari's is a debug build,
while Freddie's is not? If that is the only difference, I'd like to
use Freddie's build for beta3, if none has any objections to this.
- Per
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On Sat, Jun 7, 2008 at 5:21 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
> It was the removed level_parser.y that caused this. Easy fix. 2.1
> builds again and appears to run just fine. Also, if you copy
> macosx/Warzone.xcodeproj/project.pbxproj over into 2.1_beta3, that one
> should build as wel
On Sat, Jun 7, 2008 at 4:29 PM, Ari Johnson <[EMAIL PROTECTED]> wrote:
> There will be no Mac executable of beta3 because it cannot build as
> currently tagged. Thanks.
I thought Freddie had fixed the Mac build. If there still are
problems, you can check the fix into both the 2.1 branch and the
2
On Thu, Jun 5, 2008 at 9:40 PM, Per Inge Mathisen
<[EMAIL PROTECTED]> wrote:
> We are starting the process with creating beta3. Except for
> macosx-related changes, and updating release information, the 2.1
> branch should not be changed until further notice.
Beta3 has been ta
On Sat, Jun 7, 2008 at 12:21 AM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Rename VectorXY_Set to VectorXY_New and make it conform to API of the other
> vector functions
Don't know about others, but "new" gives me strong associations to
memory allocation (of the malloc kind), not parameter ret
Hello,
We are starting the process with creating beta3. Except for
macosx-related changes, and updating release information, the 2.1
branch should not be changed until further notice.
- Per
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Hello all,
I think we are back on schedule with 2.1 beta3, after some ugly
workarounds. Do anyone know a good reason to further delay 2.1 beta3?
Ari - any luck getting it to compile on MacOSX again?
- Per
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Looks very good now. :-)
- Per
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On Fri, May 23, 2008 at 2:13 PM, Per Inge Mathisen
<[EMAIL PROTECTED]> wrote:
> Why are you commenting out the smoke trail from indirect weapons
> firing directly?
Ignore that.
- Per
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Nice! Why are you commenting out the smoke trail from indirect weapons
firing directly?
- Per
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I think this should fix the eventRemoveContext crashes that we have.
It assumes that the bison/flex stuff frees its own allocations, so we
don't have to. I could not see any leaks, but did not test that much,
since my box tends to hang after running valgrind a while.
Comments? Testing results?
On Thu, May 15, 2008 at 12:36 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Am Donnerstag, 15. Mai 2008 11:39:23 schrieb Per Inge Mathisen:
>> Try droid sliding behaviour, what it does when colliding with
>> impassable objects in the world, like structures or other droi
Try droid sliding behaviour, what it does when colliding with
impassable objects in the world, like structures or other droids, as
that is the worst and most brittle of the movement code. I hope to axe
some of that when we make the path-finding a bit more intelligent.
- Per
On Thu, May 15, 2008 at 2:19 AM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Simplification and slight speedup for trigSin/trigCos. Make trigIntSqrt wrap
> sqrtf, since the old lookup implementation was probably slower than that.
Please be careful and test a lot when changing this code. Much of
On Wed, May 14, 2008 at 2:06 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> As for avoiding it, you could generate a working parser with < 2.1 by
> removing the %destructor parts, it _will_ introduce memory leaks though.
Does this mean the memory leaks are fixed now? I also suspect that
chang
On Mon, May 12, 2008 at 4:14 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Requesting permission to merge r5049:5051 from trunk. (--join support,
> by Buginator)
Since we need some time to iron out the latest crash bugs, anyway
I'd say feel free.
- Per
___
On Mon, May 12, 2008 at 7:43 AM, bugs buggy <[EMAIL PROTECTED]> wrote:
> I think there are 2 different issues, I loaded back-to-back(x4)
> savegame, and it worked OK. I am not sure what the deal is with that.
I have two savegames that can I can reproduce it reliably with.
> For the 1st away m
There seems to be a new crash/memory corruption bug somewhere, both in
2.1 and trunk now. I currently suspect my r5038 bugfix, but won't be
able to look into it more today. It is triggered by loading various
savegames multiple times, also seen it when mission done in cam1 first
off-world mission.
On Sun, May 11, 2008 at 9:58 PM, Per Inge Mathisen
<[EMAIL PROTECTED]> wrote:
> Ok, people, it is that time of the year again. We would like to
> prepare beta3, so please hold off any commits to the 2.1 branch until
> further notice. (Distribution and MacOSX-specific stuff excepte
Ok, people, it is that time of the year again. We would like to
prepare beta3, so please hold off any commits to the 2.1 branch until
further notice. (Distribution and MacOSX-specific stuff excepted.)
If you have any urgent bug fixes you would like to add before beta3,
post in this thread or hold
On Fri, May 9, 2008 at 10:00 AM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> http://www.mozilla.com/en-US/legal/eula/firefox2-en.txt
As a digression, I would note that few Linux users ever see or can
click 'yes' to this EULA, since Firefox is installed quietly by system
tools that do not allow EU
On Wed, May 7, 2008 at 4:31 PM, Roman <[EMAIL PROTECTED]> wrote:
> Got rid of "indestructible" T3 weapons, gave rockets more body points.
Is it really wise to give cannon and rocket the same amount of body
points? Why would anyone use cannon now?
- Per
On Mon, May 5, 2008 at 3:55 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> r4926 | per | 2008-05-04 18:10:14 +0200 (zo, 04 mei 2008) | 3 lines
>
> Remove limitation that VTOLs cannot pass over tall cliffs, and allowance
> that
> VTOLs can fly over anything to rearm. This removes the ugl
On Mon, May 5, 2008 at 2:25 PM, Freddie Witherden <[EMAIL PROTECTED]> wrote:
> > I was thinking more like widgetAdd(parentWidget,
> > frameOfReferenceWidget, side, offsetX, offsetY);
> >
> > Putting an icon in the lowest right side of the main window:
> > widgetAdd(screen, screen, BottomLeft,
On Mon, May 5, 2008 at 1:02 PM, Freddie Witherden <[EMAIL PROTECTED]> wrote:
> > My suggestion is simply to make it snap to another widget (not
> > necessarily a parent, could be a sibling), and then provide an (x, y)
> > constant offset from it in pixel independent values (millimeters?).
>
> S
On Sun, May 4, 2008 at 11:49 PM, Freddie Witherden
<[EMAIL PROTECTED]> wrote:
> The problem: we need a way for child widgets to position themselves
> within their parents. We do not want to use pixel co-ordinates and
> need the system to be flexible.
My suggestion is simply to make it snap to a
On Mon, Apr 28, 2008 at 3:00 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> Thus I think a revert of this backport won't be required for this code.
As long as it doesn't become a habit, I'm happy ;-)
- Per
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On Mon, Apr 28, 2008 at 3:52 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> r4834 *might* have partially broken loading of *.lev files as that's the
> backport of r4830 (among others) which replaces the previous custom
> written parser with a bison/yacc generated one.
Why is this stuff bei
On Fri, Apr 11, 2008 at 8:12 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Can you then please explain
>
> > The only difference is
> > actually a small but important restriction: You can only add a data
> > set on top of another if it lies underneath it in the file system
> > hierarchy.
>
On Fri, Apr 11, 2008 at 7:18 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> You mean I may only override files in my module which were already overriden
> by the modules I depend on?
No, you could override any file provided by a parent data set, include
base. Or you could provide a new file, r
One word about terminology first. The word 'mod' is often understood
as third-party, user-created modifications to a game. In Warzone,
however, we should look at this in a wider sense, since the game uses
overrides quite extensively during the campaign. So any way that one
set of data is overridden
On Wed, Apr 9, 2008 at 9:54 PM, Per I. Mathisen <[EMAIL PROTECTED]> wrote:
> Fix bug #11467: Assert when loading a savegame in campaign. Reported by Dale
> Gill.
>
> Modified:
> trunk/configure.ac
Looks like I committed my stack protector patch by accident while I
was at it. I'm leaving it
On Sat, Mar 29, 2008 at 8:48 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> Apparently Buginator had the same issues, and after a short debugging
> session on IRC we found out that upgrading Flex from 2.5.34 to 2.5.35
> solved this issue for the both of us.
The currently required version i
On Sat, Mar 29, 2008 at 1:26 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> -Wmissing-declarations causes compiling of the lexers to generate
> warnings, which due to -Werror now fail to compile.
I am sorry about that. Can you post the warnings?
- Per
___
On Tue, Mar 25, 2008 at 3:41 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Move bool2string() conversion function from tagfile.c to frame.h
Would it be possible to do it the other way instead? I'd like to keep
tagfile.c and tagfile.h pretty much self-contained, since they are
meant to be reuse
On Sat, Mar 22, 2008 at 12:20 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> No objection from me either. Though I do suggest renaming it to
> lib/graphics or something similar, as ivis is a bit too cryptic IMO.
lib/opengl ?
- Per
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On Fri, Mar 21, 2008 at 11:38 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> I would like to ask whether anyone has objections against merging ivis_common
> and ivis_opengl.
No objection from me.
- Per
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Launchpad looks rather nice, although there are some things I do not
quite understand yet, like the difference between
https://launchpad.net/warzone2100
and https://launchpad.net/~warzone2100, and whether they offer
subversion hosting, or just bazaar.
Basically, though, I have still to see anythin
On Mon, Mar 17, 2008 at 8:12 PM, Roman <[EMAIL PROTECTED]> wrote:
> What do you mean with 'automatically', does gettext get launched
> during compilations or something? I was wondering how to generate
> the .po templates.
Oh, I was thinking about the autoconf build system, where it happens
auto
On Mon, Mar 17, 2008 at 7:48 PM, Roman <[EMAIL PROTECTED]> wrote:
> NOTE: someone more familiar with gettext might want to add those and the
> ones from kf_ToggleRadarTerrain() to the .po files.
Done.
All you need to do is to add _() around a string, like this:
printf( "Untranslated
On Thu, Mar 13, 2008 at 11:17 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> > I have committed some performance optimizations to trunk that doubled
> > the fps count on my Intel X3000. I would like to hear reports from
> > other people if it gives them improved performance, and no new bugs,
I have committed some performance optimizations to trunk that doubled
the fps count on my Intel X3000. I would like to hear reports from
other people if it gives them improved performance, and no new bugs,
before I port it to the 2.1 branch. There is no reason to wait with
beta2 for this work, but
On Wed, Mar 12, 2008 at 4:35 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Per: Does r3970 / patch #994 revert "Reduce the number of atmospheric
> particles generated and lower the CPU usage", or was that another change?
Other change. Unrelated.
- Per
_
On Tue, Mar 11, 2008 at 12:27 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> > Just to nitpick a little bit. You cannot downcast, since the memory
> > address points to the child object. Take this example:
>
> Erm to use this example:
>
> typedef struct
> {
> some_type X;
> } a_new_t
On Mon, Mar 10, 2008 at 11:14 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > I'm also not sure why the build system was changed recently. Did it
> > have problems I did not notice?
> Possibly. Some autoconf people pointed out to me that the system was used
> wrongly, since we eg. did not re
On Mon, Mar 10, 2008 at 11:11 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > I can't think of a single bug caused by wrong inheritance, actually.
> > What warnings?
> Currently, in all that casting, we have some pretty hard to fix cases (imo)
> of
> type-punning. And since type-punning dur
On Mon, Mar 10, 2008 at 9:18 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> > You will find that passing along a field belonging to
> > an object (psDroid->baseObject) and passing along an enlarged version
> > of an object ((BASE_OBJECT *)psDroid) are two very different things,
> > and to
You can no longer build ./configure --enable-debug=yes because for
some reason now -O0 is put *before* the default -O2 and no longer
applies. So we get type-punned pointer warnings and fail.
I'm also not sure why the build system was changed recently. Did it
have problems I did not notice?
- Pe
On Mon, Mar 10, 2008 at 8:22 PM, Roman <[EMAIL PROTECTED]> wrote:
> > Also see patch #1000 ;-) https://gna.org/patch/?1000
>
> Do you plan to commit it in the near future?
Sure, unless you have any objections? I posted it for peer review :-)
- Per
__
On Mon, Mar 10, 2008 at 2:07 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> BASE_OBJECT, DROID and STRUCTURE have been ugly since a long time, we all
> know
> that.
But it is amazing how quickly I got used to it ;-)
> That system of "inheritance" is responsible for a lot of warnings and, du
On Mon, Mar 10, 2008 at 7:00 PM, Roman <[EMAIL PROTECTED]> wrote:
> Port of r4000 to the Branch 2.1, fixes bug #11191: "Some weapons are
> harmless(Twin assault gun and twin HPVC".
Shouldn't this apply to structures (and features) as well?
Also see patch #1000 ;-) https://gna.org/patch/?1000
On Fri, Mar 7, 2008 at 9:35 PM, Freddie Witherden <[EMAIL PROTECTED]> wrote:
> I was speaking to Per about this one actually. He seemed quite
> certain that the current way we do it is better than doing it at run
> time. I believe we do it for runtime with map tile sets, and it does
> seemed to
On Fri, Mar 7, 2008 at 3:50 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> > My current ideas:
> > - base.wz: Contains the stuff needed by everything
> > - cam(paign).wz: Contains just the campaign relevant things
> > - m(ulti)p(lay).wz: Contains just the multiplayer relevant data
As I sa
On Mon, Mar 3, 2008 at 12:54 AM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> I see, we are going to use SQLite for stats now?
That was the idea.
> When and where was that decided and by whom?
Apparently, another defective decision process. This is my fault. It
was "only" discussed by several
Let's make a quiet beta release for this one. That is, just announced
on the forums, not on external sites. IMHO, we need to figure out if
the font issue is under control before we attract more disappointed
first time users. But I am all for a quick, new beta release. The
current beta is badly brok
On Feb 17, 2008 10:53 AM, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
> As I would like to ask gna.org to roll back our repository to undo the
> deletion of the 2.0 branch, please do not make any further commits.
It has been fixed. Feel free to comm
As I would like to ask gna.org to roll back our repository to undo the
deletion of the 2.0 branch, please do not make any further commits.
- PEr
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On Feb 17, 2008 1:12 AM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> ditch the 2.0 branch
...
> Removed:
> branches/2.0/
What??? Why on Earth would you want to do such a thing?
- Per
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On Feb 12, 2008 1:18 AM, Miklós Árpád <[EMAIL PROTECTED]> wrote:
> Hi! My name is Árpád Miklós. A little speak bad english, but i'm interested
> in WarZone2100 developing... I know to make useful concepts for the game (in
> a word i'm a "concept art maniac"), but never worked in any 3D modeler
> pr
On Feb 12, 2008 11:55 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Still no time... Can someone keep me informed?
> What happened to our lovely 2.1_beta, which was planned for sunday, but
> apparently is still hold back by something?
> Any specific issues?
Yes. We are having some kind of memor
On Jan 30, 2008 10:03 AM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> I'd list all mods found in any directory, just like we currently list maps.
Where? In the MP dialog? Or in menu->Options->Mods?
> Then have a checkbox to enable or disable it. (I think lib/widgets/ doesnt
> support checkboxes,
On Jan 29, 2008 8:55 PM, Kamaze <[EMAIL PROTECTED]> wrote:
> i mentioned this already quite a while ago and want to talk again about
> it. Ok, i think it would be good if we would had an starting application
> for warzone, where you can setup game settings like the resolution
> etc... and features
On Jan 11, 2008 2:52 PM, Kevin Gillette <[EMAIL PROTECTED]> wrote:
> i think if we don't care about pie2 compatibility, then we at least need to
> drop the BSP stuff
Already done.
> what i would like to see is the ability to specify
> any number of texpages that may go with a pie (maybe up to 16)
On Jan 10, 2008 4:49 PM, Gerard Krol <[EMAIL PROTECTED]> wrote:
> What would be the difference with the currently existing PIE5 format,
> and why not convert everything to PIE5?
I could not find any information on the PIE5 format anywhere.
- Per
___
Please take a look at http://wiki.wz2100.net/PIE_format and give some
comments on the suggestions for a PIE 6 format. I am working on a tool
to convert the old PIE files.
It is not intended to be a long lasting format, just a step on the
way. In the long run I think we need to use a format that is
On Jan 9, 2008 5:45 PM, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> * Change the bugtraq:* properties on the entire trunk directory tree to use
> http://trac.wz2100.net as its bugtracker
Please don't do stuff like this without discussing it here first.
- Per
_
On Jan 8, 2008 4:04 PM, Gerard Krol <[EMAIL PROTECTED]> wrote:
> Import the wz2lua conversion tool to convert wzscript to Lua.
I hope you are not planning to do this for 2.1?
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On Dec 29, 2007 10:44 PM, Kevin Gillette <[EMAIL PROTECTED]> wrote:
> yes... that's a problem. if you keep increasing the GL requirement, the
> majority of us will be unable to keep up without upgrading our hardware, and
> it sounds like there's no plan to support a simpler renderer (and the very
On Dec 29, 2007 1:59 AM, Kevin Gillette <[EMAIL PROTECTED]> wrote:
> I was thinking that baseline support for a LOD system should be mandatory.
> every renderer must decide while levels-of-detail to use given those
> provided. a basic renderer (such as a software one, if implemented), would
> use o
On Dec 27, 2007 1:00 AM, Kevin Gillette <[EMAIL PROTECTED]> wrote:
> i don't think we should ever set minimum requirements... we could use ifdefs
> by
> opengl version instead, and as such, the user could compile in as much or as
> little is as needed to have decent looking graphics, yet still be
On Dec 28, 2007 5:53 PM, Gerard Krol <[EMAIL PROTECTED]> wrote:
> Summary of opinions about replacing the scripting language:
> Ari: Worthwile, python too heavy weight
> Dennis: We should ask Troman
> Troman: Likes the current scripting engine (+ its syntax), does not want
> to sacrifice functional
On Dec 28, 2007 12:54 AM, Ariston Johnson <[EMAIL PROTECTED]> wrote:
> On the Mac version, the data directory gets stuffed into the
> application bundle. For Release builds, I would like to change this
> to just have warzone.wz and mp.wz, but it doesn't seem to find these
> files when I put them i
I like lua, and maybe using it instead our custom language may be a
good idea in the long run, but I think changing it now would be a
really bad idea. We have plenty of stuff that needs doing that could
make the codebase quite unstable (new savegame format and new
netcode), and the last thing we ne
The existing roadmap is as follows:
2.1 - The multiplayer release (Xmas 2007)
* Fully working multiplayer between all three OSes, two endians
and two bitsizes.
* Disconnected clients can reconnect feature.
* Campaign works.
* Variable size connectors to make multiturret droids lo
On 12/18/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Ok...
> This seems to be a very actively discussed topic, which is interesting to lots
> of people it seems...
> [/irony]
Perhaps it was a mistake to make a separate branch for it, and we
should instead commit it piece by piece into trunk?
This is a snapshot of my vertex array work. It uses vertex arrays for
the whole map, but only updates colours at the moment. Cybersphinx
wanted a copy of this. It does not work correctly yet, though. Colour
diffusion is wrong, as can be seen in the blocky colours that end up
on the drawn map.
-
On Dec 16, 2007 12:33 AM, Gerard Krol <[EMAIL PROTECTED]> wrote:
> Relax camera movement while still preventing clipping through the terrain.
> Also disable panning to the default angle when releasing the
> right mouse button.
Looks like this needed some more testing. Just try starting Rush2, and
On Dec 7, 2007 2:28 AM, Kevin Gillette <[EMAIL PROTECTED]> wrote:
> i think that's a bit overkill -- if we're doing splatting, the point is that
> no one texel is easily distinguishable where the splatting occurs, thus if
> we implement splatting, we *should* use simple POT dimensions for our
> tex
On Dec 6, 2007 6:12 AM, Kevin Gillette <[EMAIL PROTECTED]> wrote:
> texture seams will always be visible unless all of the following are true:
>
> 1. the tertiles are rotationally and mirrorably seamless (in any
> combination).
>
> note: the exception to this involves specially designing maps so th
On Dec 5, 2007 12:33 AM, Christian Ohm <[EMAIL PROTECTED]> wrote:
> I'll stop working on it for today. With this patch (not cleaned up, your
> patch is included) everything works except gui elements.
This patch is more limited, but does mostly the same thing. I tried to
reimplement the one-pixel b
On 12/5/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> That's the way I did it, yes. Don't know, but maybe you want to have a look at
> my commit r2258? But it seems everyone is rejecting to do so
I did! It was just that a lot of stuff had changed since...
- Per
_
On 11/23/07, Bruce Chidester <[EMAIL PROTECTED]> wrote:
> Now that it compiles and runs, I can get to business trying to contribute.
Welcome :-)
> Is there a reference to coding standards
http://wiki.wz2100.net/Coding_Style
> branching policies
Unless you are working on something really big -
On Nov 19, 2007 6:49 PM, Bruce Chidester <[EMAIL PROTECTED]> wrote:
> Here's some more data to my problem which might help someone solve my
> issues.
>
> Queso will not finish ./configure:
Try asking on the QuesoGLC forum/bugtracker. They are usually very helpful.
- Per
___
I have experimented a bit with fonts from Open Font Library, and found
one that I thought was better than the current one. It is released
into the public domain. However, the style is quite different than the
original. Take a look for yourself.
Screenshots:
http://img.rootzilla.de/img/EioS.png
htt
On 10/26/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> * Add file strlfuncs.h; this file contains an inline implementation of
> strlcpy and strlcat (safer variants of strncpy and strncat respectively)
Maybe you can explain the purpose of STR_L_FUNC_TRUNCATION_DETECT ?
- Per
___
I ran valgrind for a few seconds again, and caught some new memory leaks:
==3088== 112 bytes in 28 blocks are definitely lost in loss record 58 of 401
==3088==at 0x4A05996: malloc (vg_replace_malloc.c:149)
==3088==by 0xA07FDD7: (within /usr/lib64/dri/i965_dri.so)
==3088==by 0xA080EB9:
On 9/30/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > Finalize fixes for allowing non-power-of-two texture pages.
> Why do we want non-pot textures?
Not non-pot textures, but non-pot texture *pages* ;-) The texture
containing the page is of course padded to become fully ^2.
This is to implem
On 9/27/07, Christian Ohm <[EMAIL PROTECTED]> wrote:
> > I do not think that has anything to do with it. If I understand it
> > correctly, the 'edge' of a texture is where you put its texture
> > coordinates, not where the bits in memory actually end.
Ugh. I did actually look this up before sendin
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