On 5/1/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
But I think it is feasible.
I should perhaps add that we may still need a tool like pieslicer to
perform final adjustments to the models before Warzone can handle
them. Also, if we did have a new, neat pieslicer program that could
add
Calling nanosleep / usleep / whatever they use on Windows with a very
tiny value is the same as telling the scheduler that now is a good
time to interrupt. If you do not do this, it will interrupt when it
damn well pleases the scheduler instead. Of course, it is likely to
interrupt more, but that
On 5/6/07, Dennis Schridde [EMAIL PROTECTED] wrote:
sys/cdefs.h does this work. Are we including that? If so, maybe
_XOPEN_SOURCE is not being defined consistently in our code.
On GNU/Linux it is done by features.h, which is included by unistd.h.
The problem might be that somewhere in
On 5/19/07, Kamaze [EMAIL PROTECTED] wrote:
I would be suprised if you find a common file format which supports
connectors.
Common or not, Quake III's MD3 file format supports connectors. It
also supports animations, which we also need. However, like most
formats, it stores triangles, instead
Whenever I approach an enemy oil rig in a skrimish, the game asserts
for me with most recent svn trunk, no local modifications:
error : gridStartIterate: coords off grid
error : Assert in Warzone: mapgrid.c:276 : gridStartIterate ((x =
0) (x gridWidth*GRID_UNITS) (y = 0) (y
On 5/20/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
Whenever I approach an enemy oil rig in a skrimish, the game asserts
for me with most recent svn trunk, no local modifications:
I should add, it asserts when I approach an enemy oil rig with a
combat unit. It works in revision 1295. So
On 5/20/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Therefore I propose we do a one time run over the codebase with a a code
formatter.
You realize that this will screw up svn blame, right? It is an
invaluable bug hunting tool, and am I still annoyed with myself that I
did not work harder
On 5/20/07, Dennis Schridde [EMAIL PROTECTED] wrote:
It must have been broken very very recently as while I was testing my commits
I went into the enemy bases a few times and nothing happened. (I didn't do
that for all commits though.)
The problem arrived with revision 1303 as far as I can
Patch that fixes the problem. No idea why it works. But it seems to.
- Per
Index: src/structure.c
===
--- src/structure.c (revision 1311)
+++ src/structure.c (working copy)
@@ -5846,7 +5846,7 @@
barrel.z = 0;
}
-
On 5/20/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
Patch that fixes the problem. No idea why it works. But it seems to.
Shorter diff. Still seems to work fine.
- Per
Index: src/structure.c
===
--- src/structure.c (revision
On 5/21/07, Dennis Schridde [EMAIL PROTECTED] wrote:
But still I'd leave the BOOL in there (you could make it C99 bool though),
since neither uint8_t nor uint32_t are really descriptive about the boolean
meaning of their contents.
We need a boolean value that has a guaranteed known bit width.
On 5/23/07, Christian Ohm [EMAIL PROTECTED] wrote:
Some g++ fixes again.
Most of these are good, but do we need fixes of this kind?:
- buffer = malloc(bufferSize + sizeof(soundDataBuffer));
+ buffer = (soundDataBuffer*) malloc(bufferSize +
sizeof(soundDataBuffer));
Please just use
On 5/25/07, Dennis Schridde [EMAIL PROTECTED] wrote:
Am Freitag, 25. Mai 2007 schrieb Giel van Schijndel:
Patch is attached for review. I haven't looked into a typedef solution
to eliminate the struct keyword yet, so if you happen to know one right
away, please tell me.
Sorry forgot
On 5/25/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Can I interpret this as that you actually prefer to see the struct
keyword in declarations ?
Yes.
- Per
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On 5/29/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Start MP game, just leave everything defaults. Then hit ok.
Now quit game. Now start same game again. Crash.
That is a very good bug report. But please put it in the bug tracker
on gna.org so that it does not get lost.
- Per
PS I
On 5/31/07, Jose Ivey [EMAIL PROTECTED] wrote:
Where the function is passed pointers, but no work is done to the
pointers. psStruct and psTarget are evaluated but unchanged. The only
work is to *psWStats.
Would it make sense in these cases to pass by value and avoid the pointers?
You cannot
On 5/31/07, Dennis Schridde [EMAIL PROTECTED] wrote:
You cannot pass structures as values. We could, however, make them
const pointers when we know they do not need to be changed.
Actually you can, but it is slow.
Ah. I stand corrected. Well, as you say, passing a struct by value is
just a
I've had a little play this afternoon and am enjoying the game and
definitely want to get it sorted for Gutsy's release in November.
Sounds great!
Although Ubuntu does accept .tar.bz2's It would be better if you could
release as tar.gz - this is completely unessential though.
You have
On 6/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
So patch good or not?
I am curious as to why it is correct, and what else might break, not
just whether it fixes the bug. I see that gerard changed it in r1007:
r1007 |
On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
* Change macro CHECK_DROID into static inline function check_droid
Why?
- Per
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On 6/3/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
* Change macro CHECK_DROID into static inline function check_droid
Why?
Perhaps I should explain why it was done the way it was instead.
When an assert happens in a macro, you get
On 6/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
The ones I include in original message.
What original message? It seems mails from you get threaded really
badly in gmail. Often replies get a new thread for no apparent
reason...
line 958 in interp.c 1080 in event.c. Those are ones that
On 6/4/07, BorgCube [EMAIL PROTECTED] wrote:
I don't know if this was fixed or will be fixed until release, but
enabling players to save and load campaign games would be a requirement
for release in my eyes. ( https://gna.org/bugs/?9262 )
I can't check this right now, because WZ doesn't
On 6/4/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Now please tell me. Why should we at all want to have that size
guarantee in any non-networking, non-file code ? I think we don't need
it anywhere in those portions of code, so would really vote for using a
plain `int` instead and leave
On 6/4/07, Jose Ivey [EMAIL PROTECTED] wrote:
In the context of the platforms WZ currently has builds for, which one
uses a non C99 compliant compiler?
MSVC.
- Per
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On 6/5/07, Dennis Schridde [EMAIL PROTECTED] wrote:
Did someone say something about consistency?
So CHAR it is, then? ;-)
- Per
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On 6/5/07, Dennis Schridde [EMAIL PROTECTED] wrote:
So CHAR it is, then? ;-)
If there are lots of CHARs left, maybe if you so desire...
But please define it to uint8_t, then.
And use char where you don't need that limitation.
There never was a CHAR type. That was a joke...
Warzone
On 6/12/07, Ari Johnson [EMAIL PROTECTED] wrote:
Log:
Fix bug #9262 where the game would fail when loading savegames because I
expected that an oil derrick would always be placed on top of an oil
feature.
This is not the case when loading games, however. In this case, the oil is
On 6/13/07, Dennis Schridde [EMAIL PROTECTED] wrote:
- Dead-lists (prune-lists, as they are called in WZ according to Per)
No, that's what I called them, because that is what I named a somewhat
similar system that I made once. It is called list of destroyed
objects or similar in Warzone.
Just
On 6/13/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Dennis Schridde schreef:
- Refcounting is probably even better.
I like reference counting, in fact it is to my opinion both the safest
and most efficient solution of all. However, I do think that unlike C++,
which provides
On 6/16/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
They will no help in release build, they not meant to. This why I
say debug builds it help. I am trying to find memory bugs in debug
builds, since we know what values are for wrong pointers. If find
errors in debug builds, then you will
This patch just adds the psObj-refCount field, sets it, and makes the
object release code check it before releasing object memory. It does
not increment or decrement the refCount field in any way, but as a
hack initializes it to 1 to avoid immediate garbage collection.
Now, the only reason I
This is a quick draft for some better and sane network primitives. One
step toward better network code? Your opinion most welcome.
(Compiles but not tested yet. I cannot test it properly before adding
it (since I need another host to test against), and I'm not adding it
before I see some thumbs
On 6/25/07, Freddie Witherden [EMAIL PROTECTED] wrote:
I have just taken a quick look at it and everything about it just
screams XDR to me, its bi-directional-ness, fixed width types. This
is the part XDR was born to play!
...
There is no doubt in my mind that continuing with this design will
On 6/26/07, Dennis Schridde [EMAIL PROTECTED] wrote:
Am Dienstag, 26. Juni 2007 schrieb The Watermelon:
There is a dangling pointer problem after a game object is
destroyed/deleted in objmem.c,I think per has a reference count patch for
that,but it's a bit complex,maybe the problem can be
On 6/27/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
The confuse part is DisplayBuffer is used to load wrf, .gam and
other file types. What has this to do with what your resolution
is?
Well it seems that this var, DisplayBuffer, is a global var. I guess
implemented there as some
After removing the encryption code in r1595, all old player profiles
will stop working for trunk. You need to delete any *.sta files in
multiplay/players/ in your player directory, usually ~/.warzone2100/
on linux. If you see corrupted player name in the skirmish dialog,
this is the cause behind
On 7/6/07, The Watermelon [EMAIL PROTECTED] wrote:
removed the excessive CHECK_DROID at the beginning of
actionUpdateDroid,because it already checks died flag/clear died ones.
I do not understand. CHECK_DROID does not check the died flag.
- Per
On 7/7/07, The Watermelon [EMAIL PROTECTED] wrote:
On 7/6/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
On 7/6/07, The Watermelon [EMAIL PROTECTED] wrote:
removed the excessive CHECK_DROID at the beginning of
actionUpdateDroid,because it already checks died flag/clear died ones.
I
On 7/7/07, The Watermelon [EMAIL PROTECTED] wrote:
Sorry, maybe I'm just a little slow, but why would it have invalid
facing because it died?
it shouldnt but sometimes the psActionTarget got freed without setting to
0,thus holding some random value and causes the assert.Luckily 'died' flag
On 7/13/07, Dennis Schridde [EMAIL PROTECTED] wrote:
Someone on the forums found a hacky workaround for the Scavenger crash.
http://wz2100.net/forum/index.php?topic=760.msg6906#msg6906
Question is: Shall I commit that?
As long as you add a comment saying why it is that way, I am fine with
On 7/4/07, The Watermelon [EMAIL PROTECTED] wrote:
A simple hack to make 'host player Id' visible to all players,I dont have
the time to test it atm,though it should be a good start for bigger changes.
I browsed thru the netcode stuff,seems with hostId visible to all
players,the
There has been some talk about making an official roadmap, but nothing
has come out of it, so let me kick off the debate by making a
suggestion.
2.1 - The multiplayer release (Xmas 2007)
* Fully working multiplayer between all three OSes, two endians and
two bitsizes.
* Disconnected clients can
On 7/15/07, Martin Koller [EMAIL PROTECTED] wrote:
I very often get the following svn message when trying to do
svn up (but the funny thing: I don't get this always, just sometimes)
svn: Malformed network data
Anybody else having this problem ?
Any ideas how to solve it ?
Sounds like
On 7/15/07, Martin Koller [EMAIL PROTECTED] wrote:
I have revision 2105 and I can no longer compile on Linux due to the following
problem:
move.c: In function `moveGetDirection':
move.c:1967: warning: implicit declaration of function `isfinite'
What distribute/version of Linux, and what
On 7/17/07, Martin Koller [EMAIL PROTECTED] wrote:
What about the follwing patch ?
Just a quick glance at src/multibot.c tells me you missed cases. That
will break multiplayer games badly, so it is important you catch them
all.
See eg sendDroidDisEmbark(). I would grep for psDroid-x, psStruct-x
On 7/18/07, Martin Koller [EMAIL PROTECTED] wrote:
Do I see this correct, that
NetAdd(m,4,psDroid-x);
NetAdd(m,6,psDroid-y);
adds the value psDroid-x/y at byte position 4/6 ?
So that means x/y must be 2 bytes to make it work ?
Yes.
If so ... what a code .. :-(
Indeed. It is on
On 7/18/07, Martin Koller [EMAIL PROTECTED] wrote:
is there any interest in allowing to compile wz with a C++ compiler
If you look at the coding style document (in the wiki), you'll see we
require that patches remain C++ compatible.
and allowing future additions to use C++ ?
Not unless
On 7/18/07, Martin Koller [EMAIL PROTECTED] wrote:
On Wednesday 18 July 2007, Per Inge Mathisen wrote:
On 7/18/07, Martin Koller [EMAIL PROTECTED] wrote:
is there any interest in allowing to compile wz with a C++ compiler
If you look at the coding style document (in the wiki), you'll see
On 7/22/07, Per I. Mathisen [EMAIL PROTECTED] wrote:
This patch adds a limitation to extra weapons (on multiweapon droids) by
weight. This will omit the largest and hence ugliest weapons from the extra
connector slots. Although apparently the NEXUS link needs more weight.
I would like to add
On 7/31/07, The Watermelon [EMAIL PROTECTED] wrote:
When setting up building queues with lots of droids or cyborgs, I use to
click very fast to set up a long queue so that I can do other things. Until
very recently this worked fine, but now it seems like every other click
vanishes when I
Do anyone play with the shake screen option on? I find it extremely
annoying and always turn it off.
Can I remove this feature from the game? Would anyone miss it?
Can I remove it from the graphics options and make it config file
only? You see, that options panel is now full...
Can I at least
On 8/1/07, Martin Koller [EMAIL PROTECTED] wrote:
with r2314 whenever I try to run a mp/skirmish game, I get the following
error and program abort:
error : loadFile2: file texpages/tertilesc1hw.png.radar could not be opened:
Your data directory must be out of date. Did you perhaps install
On 7/31/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
On 7/31/07, The Watermelon [EMAIL PROTECTED] wrote:
When setting up building queues with lots of droids or cyborgs, I use to
click very fast to set up a long queue so that I can do other things.
Until
very recently this worked
On 8/2/07, The Watermelon [EMAIL PROTECTED] wrote:
1.the sscanf target buffer in texLoad in texture.c was never incremented by
'j' per loop,so all the tiles will have the first tile's color.
Oops.
2.%hh is a C99 feature,so it's not guaranteed to work properly with C89
compiler.
I would like
On 8/3/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
BTW, it is %hhx, not %hh. How does MSVC deal with sscanf on byte sized
variables? Surely it must have a way of doing that.
This patch seems to work just as well, which I guess that should take
care of any problems for MSVC:
Index: src
On 8/3/07, The Watermelon [EMAIL PROTECTED] wrote:
2.%hh is a C99 feature,so it's not guaranteed to work properly with C89
compiler.
I checked MSVC and it gave a stack overflow/corruption error on variable 'b'
in runtime check when doing sscanf with %hh.
BTW, it is %hhx, not %hh. How
On 8/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
No, that should _not_ be the case. Const specifiers on non-pointer
parameters do _not_ need to occur in the function declaration, only in
the function definition. Especially so since it is an implementation
detail of that function, which
On 8/7/07, The Watermelon [EMAIL PROTECTED] wrote:
this patch adds the following functionalities to script:
1.the ability to disable techshare
2.the ability to disable design
3.the ability to remove template from player template list(to remove the
initial truck/mg viper)
4.the ability to
On 8/9/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Per Inge Mathisen schreef:
This fixes the issue of black rectangles around terrain tiles at odd
angles. Please test it and report your findings.
This patch works fine for me. Although textures do look a bit sandy to
me right now (i.e
On 8/14/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
I would like to know why the data/texpages/tertiles*hw.radar files are
being specified in the *.wrf files without the .radar bit.
This because currently (except for the radar files) every resource
identifier in the *.wrf files are
On 8/17/07, Kamaze [EMAIL PROTECTED] wrote:
Today i found the following liberary: http://lib3ds.sourceforge.net/
...
However, per said that he already has some expirience with this lib.
But he didn't say something more...
I tested 3ds files exported from Blender, and it lacked important data
On 8/19/07, Christian Ohm [EMAIL PROTECTED] wrote:
On Saturday, 18 August 2007 at 21:37, Giel van Schijndel wrote:
* This commit changes the *.gam files from little endian to big
endian, so expect loading of previous savegames to break
Why big endian? Now the whole campaign is broken,
On 8/20/07, The Watermelon [EMAIL PROTECTED] wrote:
This one changes armor system from threshold to percentage reduction
damage reduction is set to 1.5%^armor in this patch,so 100 armor(fully
upgraded dragon has 100-120) will get approximately 78% damage reduction.
This will have some very
Having experimented a bit with the texture seams, I think this is the
reason for it:
Once upon a time, artists created the texture pages for Warzone 2100.
The tiles were fine and tiled perfectly (well, almost). Then the
developers turned on linear filtering, and noticed that there were
suddenly
On 9/24/07, Martin Koller [EMAIL PROTECTED] wrote:
attached is a patch which fixes a bug in droid.h where the number of allowed
order list entries was checked with an assert but 1 number too less.
Thanks! Committed as r2472.
- Per
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On 9/26/07, Christian Ohm [EMAIL PROTECTED] wrote:
So what's the reason for not using GL_CLAMP_TO_EDGE?
We do...
As far as I can see the trunk doesn't use blending on the terrain, but
why have several people said they still have texture seams using it?
I think this is because their OpenGL
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 implement
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:
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
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
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 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
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 that all
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
see
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 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? Then
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
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
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 in the
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 functionality
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 only
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?
- Per
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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
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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 for
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, that
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
program
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 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 commit.
- Per
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
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
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 said on
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 have
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 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, due to
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
___
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?
-
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 code to
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 respect
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
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