On Sun, Apr 5, 2009 at 11:38 AM, Dennis Schridde wrote:
> Ok. You still have owner access to the old "warzone2100" project?
Yes.
> Steps which need to be done:
> 1. "lock" current svn db (can do that by removing write bits from the dirs)
> 2. dump it to a file and zip it up (I can do that if y
On Sun, Apr 5, 2009 at 12:13 PM, Kreuvf wrote:
> What about the commit-mails?
Either setup up a new list on sf.net, or write some post-commit script
to send them to the old list. If I am to do it, I'll do the former.
- Per
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I am transferring the svn repository to sf.net, as previously
discussed. So please hold off any further commits until further
notice. I may take a few days for the transfer to complete, as we need
help from the sf.net admins to import the repo.
Thank you for your patience.
- Per
__
I've successfully(*) moved the svn repository to sf.net, and you can
start committing again.
However, you need, obviously, an sf.net account to do so. If you lack
one, contact me or gerard_ for the time being.
The new URL is:
https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk
-
You may not need to check out your working copies again, after all. Try
svn switch --relocate --force
svn+ssh://usern...@svn.gna.org/svn/warzone/trunk
https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk
if this fails, try this first
find -name entries | xargs sed -i
's/4a71
I don't think adding version checking code to 2.2 is a good idea.
Let's not do a lot of changes to it, so that it can be released.
Instead, I suggest that for trunk we use port 2100 for game, port 9990
(or something else) for master; for 2.2 we use port 2100 for master,
and port 9990 (or something
On Wed, Apr 8, 2009 at 9:46 AM, Florian Schanda
wrote:
> Will you support the open source ATI drivers -- as they currently don't work
> for trunk/.
Have you made a bug report about it? Note that it may be hard to fix,
since I don't think anyone of us have those drivers/hardware.
> It might be pa
On Wed, Apr 8, 2009 at 1:29 PM, Elio Gubser wrote:
> hi all
>
> seems i'm not a mailing list member at sf.
Or you email address is different when you commit than what you are
subscribed with. If you see the commit messages of others, just wait
until I get around to approving it and adding your ne
On Wed, Apr 8, 2009 at 2:56 AM, bugs buggy wrote:
> On 4/7/09, Per Inge Mathisen wrote:
>> I don't think adding version checking code to 2.2 is a good idea.
>> Let's not do a lot of changes to it, so that it can be released.
>
> Um, I think your wrong on this, it
On Wed, Apr 8, 2009 at 4:42 AM, bugs buggy wrote:
> Just a note, for the others that read this list, only developers need
> to redownload everything...
Even developers don't need to redownload everything. svn switch works
fine even if you have svn+ssh. See my second post in this thread.
- Per
On Fri, Apr 10, 2009 at 9:37 AM, Zarel wrote:
> How's about, they don't specify them on the command line, but mods are
> selected like maps are when a game is being hosted?
>
> Here's how it works: we can manually load the mod directory, search
> for mod files, and list those files in the mod sele
Hello,
This is a follow-up on the previous discussion about ASSERT_RETURN
that I proposed. Since then, I have been thinking, and come to some
tentative conclusions:
* Giel is right that it should be ASSERT_OR_RETURN (not
ASSERT_AND_RETURN as I mistakenly suggested)
* Both of these are too long to
On Sun, Apr 12, 2009 at 8:02 PM, Dennis Schridde wrote:
> Am Sonntag, 12. April 2009 19:29:38 schrieb bugs buggy:
>> Yes, I know trac tickets are very boring to handle, but all these have
>> been waiting for a long time, and I am not sure how we check / handle
>> these translations.
>>
>> It also
On Sat, Apr 11, 2009 at 4:27 PM, Christian Ohm wrote:
> Argh. Forgot the patch, and replied to the wrong mail...
>
> Updated patch.
>
> I've moved texture creation from video_write() into seq_Play(), where it makes
> more sense, and added a check for the video size. I've also removed the radar
> w
On Mon, Apr 13, 2009 at 12:49 PM, Christian Ohm wrote:
> On Sunday, 12 April 2009 at 22:47, Per Inge Mathisen wrote:
>> I don't understand this part of the patch (new since first version):
>>
>> tmp = malloc(texture_
On Mon, Apr 20, 2009 at 9:34 AM, Zarel wrote:
> This isn't the first time this has come up. Let's agree on a solution
> right here and now, so we don't have to go through this every time I
> commit Rebalance.
>
> Per and I agreed on this solution: considering I change everything so
> many times, i
On Fri, Apr 24, 2009 at 3:24 AM, wrote:
> 2.2: Commit patch #374: Fix artillery prediction, submitted by Adam Olsen.
Backport to 2.1?
- Per
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On Mon, Apr 27, 2009 at 6:43 AM, wrote:
> Add define for NET_HOST_ONLY, and use that when we need to send information
> only to the host, and use this instead of magic numbers on init.
> It is a compliment to NET_ALL_PLAYERS.
Why not use NetPlay.hostPlayer? This is more flexible, as someone
(Ev
On Fri, May 1, 2009 at 9:14 AM, wrote:
> Misc. multiplayer bugfixes.
Please work harder on your commit messages.
- Per
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On Sun, May 3, 2009 at 2:54 PM, Florian Schanda
wrote:
> How does this hinting work? Each gateway is a pair of (x, y) coordinates; is
> it describing a 'line', on which the AI will build walls, etc...?
Yes.
> Would I get a good result if I draw one of those through a chokepoint or over
> a chok
On Sun, May 3, 2009 at 4:09 PM, Florian Schanda
wrote:
>> Which version are you using? 2.1 and earlier depend on gateways being
>> set up correctly for path-finding. 2.2 and later do not.
>
> This is in 2.2 (r7279)
If you could send me a map, I will look into it.
- Per
___
On Mon, May 4, 2009 at 8:12 PM, Delphi wrote:
> NTW Mod Update + fix for trunk
>
> Added:
> trunk/data/mods/multiplay/addon.lev
> trunk/data/mods/multiplay/audio/
> trunk/data/mods/multiplay/audio/coltive/
...
I think you just committed that to the wrong directory.
- Per
On Thu, May 7, 2009 at 9:17 PM, Dennis Schridde wrote:
> Am Donnerstag, 7. Mai 2009 21:11:00 schrieb bugs buggy:
>> And note, AIV is *not* a 3rd party mod IMO, that should stay for now.
> Why dont we remove 1.10-ai and replace it with aiv? Are there issues with the
> latter? (1.10-ai could stay as
On Thu, May 7, 2009 at 11:01 PM, Florian Schanda
wrote:
>> If you could send me a map, I will look into it.
>
> I sent something to your gmail address, but I'm not sure if it arrived or not.
It did. I looked at it now, and what you are seeing is an AI bug. Try
removing a piece of the wall you bui
On Fri, May 8, 2009 at 8:05 AM, Zarel wrote:
> BecomePrey was designed for 1.10, and Aiv was designed for 2.1, and
> 2.2 balance is _much_ more similar to 1.10 than 2.1. Plus, I've heard
> that BecomePrey is overall a much better AI than Aiv - many have
> mentioned that BecomePrey is hard to beat
On Sat, May 9, 2009 at 9:19 PM, bugs buggy wrote:
> On 5/9/09, Zarel wrote:
>> 2009/5/8 bugs buggy :
>>
>> > About mods:
>> > * NTW Delphino said he will maintain it, and wishes it to remain in svn.
>> Someone needs to give Delphinio SVN access.
I asked him to create an sf.net account and get b
2009/5/10 Florian Schanda :
> attached is a patch for 2.2 which will show water in blue and cliffs red on
> the skirmish / mp map preview.
Thanks. This is a good idea, and I love the blue water. Is it possible
to use some other colour than red for cliffs? I tried a few colour
combinations but got
On Sun, May 10, 2009 at 1:56 PM, Florian Schanda
wrote:
>> Thanks. This is a good idea, and I love the blue water. Is it possible
>> to use some other colour than red for cliffs? I tried a few colour
>> combinations but got nothing that looked better.
>
> Thanks :)
>
> I also tried, but I think re
On Sun, May 10, 2009 at 2:21 PM, Florian Schanda
wrote:
> On Sunday 10 May 2009 13:18:01 Per Inge Mathisen wrote:
>> Trying some more, I came up with
>>
>> + case TER_CLIFFFACE:
>> +
On Wed, May 13, 2009 at 3:57 AM, wrote:
> Revision: 7402
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7402&view=rev
> Author: buginator
> Date: 2009-05-13 01:57:25 + (Wed, 13 May 2009)
>
> Log Message:
> ---
> Fixes ticket:479
>
> The radar can expand its s
On Sun, May 17, 2009 at 7:38 AM, bugs buggy wrote:
> When you hit pause, it just shows the menu, and you will get a black
> screen, and CPU time goes down to practically 0.
>
> Of course, this doesn't happen on a MP game, since pausing isn't allowed.
>
> It is only a 1 line change (+4 for code sty
On Mon, May 18, 2009 at 6:13 AM, bugs buggy wrote:
> I just remembered that we are doing away with dpid voodoo in netplay,
> so this isn't needed, but I am not sure if I should revert this now,
> or wait, until netplay gets fixed?
I am quite sure I do not understand the question.
So what if netp
On Sat, May 23, 2009 at 4:04 PM, Christian Ohm wrote:
> This is from an optimized build (CFLAGS="-g -O2"), so fpathCompare and
> fpathOpenGet are inlined. I didn't get to 30 minutes though, it crashed after
> ~10 minutes (crashdump attached, autogame on ziggurat, with demomode to
> simulate playin
Due to a small change in scripts that change the behaviour that the AI
copied whatever truck the human player had, skirmish savegames (only)
are incompatible between rc1 and upcoming rc2. Should we revert the
change or let it be?
- Per
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On Wed, May 27, 2009 at 2:06 PM, wrote:
> Run update-po
Why are you committing this over and over?
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On Thu, May 28, 2009 at 3:56 AM, bugs buggy wrote:
> Does this sound good to everyone?
Does to me.
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On Thu, May 28, 2009 at 9:31 AM, Zarel wrote:
> Another idea - when the script loader breaks like it does here, just
> restart the AIs?
Won't work for campaign scripts.
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On Fri, May 29, 2009 at 9:25 PM, wrote:
> Revision: 7587
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7587&view=rev
> Author: buginator
> Date: 2009-05-29 19:25:03 + (Fri, 29 May 2009)
>
> Log Message:
> ---
> Move aivolution from globals to multiplay, as t
This small patch makes it possible to drag a line of rearm pad
production similar to how walls and defenses can be built by dragging
the production with the mouse. It also removes the obligatory empty
tile between rearm pads.
The reason should be obvious - it is currently very tedious to build
mas
On Sun, May 31, 2009 at 8:58 PM, Zarel wrote:
> Um... but the obligatory empty line between rearm pads is like a
> staple of Warzone!
Uhm... No?
On maps that are more cramped, being able to build rearm pads without
spaces between will be a god-send. It makes VTOLs a lot nicer to use.
- Per
_
On Mon, Jun 1, 2009 at 4:43 AM, bugs buggy wrote:
> I thought that anything but the walls had spaces, so that the AI can
> find a path around it?
Anything but walls and defense buildings.
> I don't think units can drive over the rearm pads?
I could change that. It makes sense.
- Per
___
On Mon, Jun 1, 2009 at 7:35 PM, wrote:
> Change configure.ac to point to 2.2.0 instead of 2.2
Isn't this a little late? It makes it look like the error was not
made, while it was. Let's set it to 2.0.1 already in 2.2 branch
instead.
- Per
___
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On Mon, Jun 1, 2009 at 9:40 PM, bugs buggy wrote:
> Now with 2.2 out of the way, I was thinking that our new roadmap would
> look something like this:
>
> 2.3 new terrain (with netplay integration?)
> 2.4 lua integration
> 2.5 'betawidget' integration
>
> Of course, things can change, as we get mo
On Tue, Jun 2, 2009 at 9:46 AM, Dennis Schridde wrote:
> I think there was a reason in not letting gl do this.
> It might have been related to the famous tile-edge issues.
The tile-edge problem is not solved this way, it just gives us greater
control over it. The real reason is that we can afford
On Wed, Jun 10, 2009 at 7:50 PM, wrote:
> Revision: 7707
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7707&view=rev
> Author: sendai
> Date: 2009-06-10 17:50:14 + (Wed, 10 Jun 2009)
>
> Log Message:
> ---
> Do not bother to process visibility for off-world m
On Thu, Jun 11, 2009 at 7:09 AM, bugs buggy wrote:
> The main issue I see, is that we don't have enough testers--which is
> why I think we should release often, and, I don't think we test
> things on skirmish & mp & campaign.
> This is why we should have at least 3-4 savegames that we can use to
>
On Thu, Jun 11, 2009 at 6:27 AM, bugs buggy wrote:
> In case you haven't noticed, in r7717 (trunk) r7718(2.2), I fixed the
> blasted seam issue. While I am still unclear why it wasn't fixed like
> this before
Can you try to explain in words what stroke of genius it is that you
implemented?
We ha
On Mon, Jun 15, 2009 at 3:24 PM, Christian Ohm wrote:
> On Monday, 15 June 2009 at 0:40, bugs buggy wrote:
>> In order to alleviate this as much as possible, I have modified the
>> crash handler dump file to spit out the openAL & openGL vendor/version
>> strings.
>
> I was thinking about how to ha
On Wed, Jun 17, 2009 at 2:08 AM, Zarel wrote:
> Hey, dev list and/or staff forums (This message has been sent out to both).
>
> I have several proposals for changes.
>
I have no objections to any of them. Getting a more prominent "Downloads"
link on the front page would be a huge improvement.
On Wed, Jun 17, 2009 at 7:43 AM, bugs buggy wrote:
> I feel that a 2.2.1 release on June 21st is a good target date.
Since I am in the "me too" mode today, I will just write to say I agree.
If there is anything you need from me to pull a release out of the
hat, let me know.
- Per
On Sun, Jul 5, 2009 at 12:10 PM, Kreuvf wrote:
> Did anything special happen or are people just busy with other stuff?
I'm currently very busy with other stuff. From what I heard, several
others have the same "problem" right now.
- Per
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On Tue, Jul 7, 2009 at 12:16 PM, Dennis Schridde wrote:
> Am Dienstag, 7. Juli 2009 11:57:19 schrieb Kamaze:
>> Also, I would like to do some acount cleanup with this as well. Right
>> now we have 325 users which have zero posts and haven't log into our
>> forums since we switched to the phpBB3 and
On Tue, Jul 7, 2009 at 1:26 PM, Kamaze wrote:
> Because I belive that it should be possible to "forget". Maybe people
> forgot that they registered on our website or just don't care about our
> project anymore. So, why should we still save their data, when they
> aren't using our service anymore?
>
On Fri, Jul 10, 2009 at 3:58 AM, Gustavo Vivas wrote:
> hello, i send here a little work of translation to Spanish. hope it helps.
Committed. In the future, please create a bug ticket for such changes.
- Per
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On Thu, Jul 23, 2009 at 12:17 AM, wrote:
> Add uncompressed terrain textures to originals.
Did you do lossy compression on the terrain tiles?
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On Thu, Jul 23, 2009 at 9:32 AM, Zarel wrote:
>> Did you do lossy compression on the terrain tiles?
>
> Yes (that's what the previous revision was), hence adding the
> uncompressed ones to originals/.
Well, then I'm a bit worried about exactly what you did to those poor
tiles, since they were alre
On Sun, Jul 26, 2009 at 8:52 AM, bugs buggy wrote:
> Just curious as to where we are at?
>
> I know that most of the devs are away/busy, so things have slowed down
> tremendously.
>
> For a alpha 2.3 release, the major blockers/issues with that are power
> code, skybox, and what else?
The remainin
On Sun, Jul 26, 2009 at 12:51 PM, Per Inge
Mathisen wrote:
>> Zarel is pushing for a 2.2.2 relatively soon, what is the status of
>> this?
>
> The sooner the better.
Unless I am hearing any objections, I'll be tagging for
On Sun, Jul 26, 2009 at 7:46 PM, Dennis Schridde wrote:
>> Add INI file parser (iniParser -- version 3.0b (beta) by N.Devillard)
> Please add the possibility of --with-iniparser=system to configure.
Don't see why, as I don't think any distros package it. It is just
four, small files.
- Per
___
On Sun, Jul 26, 2009 at 9:55 PM, Dennis Schridde wrote:
> Am Sonntag, 26. Juli 2009 20:07:13 schrieb Per Inge Mathisen:
>> On Sun, Jul 26, 2009 at 7:46 PM, Dennis Schridde wrote:
>> >> Add INI file parser (iniParser -- version 3.0b (beta) by N.Devillard)
>> >
>
On Wed, Jul 29, 2009 at 11:25 PM, Cheny Luo wrote:
> Hey, guys.
>
> Some guy named Alex Macen wants to interview one of us. He wants to
> interview a dev who's been here a while, so that's probably Per. Per,
> are you up to it? If not, it's probably gonna be either cybersphinx or
> me.
I'd rather
Does the mailing list work?
- Per
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On Sun, Aug 16, 2009 at 12:42 PM, Elio Gubser wrote:
> Afaik we're using the database for multiplayer stats and text stats for
> campaign. (correct me if i'm wrong)
IIRC it is the other way around.
> Why don't we get rid of the text stats and use the db stats instead?
The work stopped half-way t
I like current format. It gives superb traceability of everything in
the changelog, and looks really "correct". If it is a PITA to maintain
for people, I am willing to do it. If you want to use the ChangeLog in
official postings, just sed remove everything inside parentheses first
to make it look b
On Thu, Aug 27, 2009 at 2:31 PM, Dennis Schridde wrote:
>> I would not generally forbid users to submit feature requests.
The process to submit feature requests is to post them in the forum
for discussion.
>> Bad/stupid/insane requests can be closed
The discussion of what is bad/stupid/insane do
On Sat, Aug 29, 2009 at 9:34 PM, Zarel wrote:
> However, it was unclear what we thought about Cathuria and Neuralize.
>
> For reference:
>
> Cathuria is the guy who made all the backdrops.
> Neuralize is the guy who made the current logo and icons.
>
> Thoughts?
I am a bit uncertain what the 'arti
Hello,
This is to say welcome to the newest developer with svn commit access
- i-NoD. He has been writing some quality patches lately and we
figured we could use some extra manpower :-)
- Per
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On Mon, Aug 31, 2009 at 9:17 PM, Elio Gubser wrote:
> there are people around which also spend much time on warzone (e.g. mod
> creators) perhaps we should give some of them a label. (delphinio, black
> project)
The danger I foresee is that if labels are being handed out like candy
with no clear r
On Sat, Sep 12, 2009 at 9:47 AM, Zarel wrote:
> On Sat, Sep 12, 2009 at 1:54 AM, bugs buggy wrote:
>> Looks like we have quite a few bugs that squeaked by, and infected
>> 2.2.2, pretty much breaking the SP game from reading the forum
>> comments.
>>
>> Since I assume those are all fixed now, and
On Sat, Sep 12, 2009 at 4:11 PM, i-...@yandex.com wrote:
>> * Fix: Some sounds were missing for super cyborgs (ticket:830, r8102)
>
> Per, are you sure it's not a #919? IFAIK Ticket #830 is for baba
> screams, not weapon sounds.
Possibly. I just tried to reconstruct from the commit history. Co
On Sat, Sep 12, 2009 at 8:25 PM, Christian Ohm wrote:
> Even if we disable LOG_NEVER?
Yes. Way too much data.
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On Sun, Sep 13, 2009 at 12:59 PM, Christian Ohm wrote:
> Ok, so debug as default seems a bad idea, can we add a separate shortcut for
> debug output for both Windows and Mac OS (who can do that for Mac OS?
> EvilGuru?
> Zarel?)
I'm not sure about the usefulness of this. I can't recall ever havin
On Sun, Sep 13, 2009 at 1:16 PM, Christian Ohm wrote:
> On Sunday, 23 August 2009 at 2:26, bugs buggy wrote:
>> I think when we tag trunk for a Alpha release, it should be 3.0, and not 2.3.
>
> To bring this up again, I don't remember any serious objections, and mostly
> agreement. So can we deci
On Wed, Sep 16, 2009 at 6:47 PM, wrote:
> i would like to do a Old School Mod with the v1.10 stats folder "only".
> And now i wanna ask for the SVN permission (i got SVN access).
> There are many Players outside which dont like the new balance...
> ... whatever the reason is, but i know that : ).
I have been working with OpenGL 2.0+ features lately, and I think I
could have a good shot at making the current model drawing code much
faster by using such features. However, this would require working
support for VBOs and GLSL shaders. It probably means bye-bye Intel
integrated graphics hardware
I think the 2.2 branch is a dead end. The network cleanup in trunk is
a necessity for long-term maintenance, and it turned out to be quite
hard to backport (I tried). If intel users can run trunk, we should
use trunk for 2.3. We still haven't merged the big format changes to
trunk, so I do not see
On Sun, Sep 27, 2009 at 9:41 PM, Zarel wrote:
> What is so wrong with maintaining two drawing paths? We should be
> modularizing our codebase, anyway, so that everything that touches
> OpenGL directly should be in a few library files. After that, we can
> just leave the legacy OpenGL code alone.
After a quick discussion on IRC, I would like to propose a different
versioning. I'd like to see a trunk alpha soon. However, since trunk
does not yet contain the big incompatibilities that we foresaw for 3.0
(new savegame format, lua port), we should wait with the major version
bump. So we should
On Sun, Oct 4, 2009 at 10:37 PM, Zarel wrote:
> Isn't trunk still really unstable?
Work For Me(TM).
In any case, since Buginator introduced a network compatibility break
between 2.2.3 and 2.2.4 with his anti-cheat feature, you can safely
add some balance changes to 2.2.4 as well.
- Per
_
On Mon, Oct 5, 2009 at 7:20 PM, Zarel wrote:
> Yeah, let's just rename 2.4 to 3.0 alpha 1.
Which part of the arguments against this that were previously
presented did you not agree with?
- Per
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On Mon, Oct 5, 2009 at 9:24 PM, Zarel wrote:
> On Mon, Oct 5, 2009 at 12:30 PM, Per Inge Mathisen
> wrote:
>> On Mon, Oct 5, 2009 at 7:20 PM, Zarel wrote:
>>> Yeah, let's just rename 2.4 to 3.0 alpha 1.
>>
>> Which part of the arguments against this that we
I think the "network incompatible" story is a red herring. People
should NEVER play with different versions of the game, period. This is
asking for trouble, unless all the changes between the two versions
are purely cosmetic or crash fixes. Since the game is based on peer to
peer algorithms, playin
On Mon, Oct 12, 2009 at 9:40 PM, Zarel wrote:
>>> * Hurricane splash increased 10 -> 30
>>> * Cyclone splash increased 40 -> 60
>>> * Whirlwind splash increased 30 -> 50
>> Really? Hasn't it been reverted?
>
> It has.
I thought only the damage increase was reversed?
- Per
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On Tue, Oct 13, 2009 at 9:32 PM, Christian Ohm wrote:
> I did a short test of the QT port:
>
> make complains about lib/framework/input.c, which doesn't exist but is still
> mentioned in po/POTFILES.in.
Fixed. Thanks for testing :-)
> Starting the game gives the menu, but that behaves strangely.
On Fri, Oct 30, 2009 at 1:49 AM, wrote:
> Add a new debug flag type, LOG_FATAL.
Neat.
I would like to see a new macro for this, say, for example,
ASSERT_OR_DIE(). Seeing all those abort() calls in the codebase really
feels wrong.
I suppose you will commit this to trunk as well? ;-)
- Per
_
On Fri, Oct 30, 2009 at 2:29 AM, bugs buggy wrote:
> Thus, I wish to revert all SQL changes in 2.2 (yes, it still has sql
> stuff in it) and trunk.
I support this.
- Per
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On Sat, Nov 7, 2009 at 7:09 PM, Christian Ohm wrote:
> Hey, I didn't decide that exactly. I'd branch 2.3 off from 2.2, and merge
> 2.2_net into it. Then we release 2.3 betas/rcs from that, and keep 2.2 and 2.3
> in sync (apart from the netcode) until 2.3.0, accompanied by one last 2.2
> release.
On Mon, Nov 9, 2009 at 2:18 PM, Kreuvf wrote:
> Joe Average doesn't know what CSV stands for and is able to deduce how the
> entries are organised from simply looking at the file.
But I think Excel will deduce what it is when clicking on the file,
and open it as a CSV. Another thing that could ma
On Sat, Nov 14, 2009 at 6:07 AM, bugs buggy wrote:
>> Can we rename the files from .txt to .csv? That might make modding easier.
>
> Not really for it, I don't like renaming files, would mean we must
> revert all those files if we need to hunt for bugs, and that is such a
> PITA with svn.
'svn mo
On Sat, Nov 21, 2009 at 6:30 AM, wrote:
> 2.3: New and improved HP bars! (Backport r8405)
You really should get some feedback about such changes before you
commit them, or at least before backporting them just before release!
Personally I liked the old HP bars better.
- Per
On Sat, Nov 21, 2009 at 11:26 PM, i-NoD wrote:
> I can't get why 7 of 8 bodies connectors were removed, but the their number
> was left unchanged. Any clues?
Oops. Small bug in simpliepie. Fixing it now.
- Per
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On Sun, Nov 22, 2009 at 12:37 AM, Zarel wrote:
> On Sat, Nov 21, 2009 at 4:14 AM, Per Inge Mathisen
> wrote:
>> On Sat, Nov 21, 2009 at 6:30 AM, wrote:
>>> 2.3: New and improved HP bars! (Backport r8405)
>>
>> You really should get some feedback about such chan
On Sun, Nov 22, 2009 at 2:31 AM, Zarel wrote:
> Incompatible with Mac OS X. It compiles, but doesn't run (quits with no
> errors).
I see you fixed it a bit later. Could you build a 2.3_beta2.1 for MacOSX?
- Per
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On Sat, Dec 5, 2009 at 7:48 AM, wrote:
> Revision: 8606
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=8606&view=rev
> Author: buginator
> Date: 2009-12-05 06:48:18 + (Sat, 05 Dec 2009)
>
> Log Message:
> ---
> Skirmish game fix:
> Don't RemapPlayerNumber() f
On Sun, Dec 13, 2009 at 8:12 AM, wrote:
> Rewrite the stupid file transfer routines.
Did you forget trunk?
- Per
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On Sat, Dec 19, 2009 at 2:04 AM, bugs buggy wrote:
> The plan is to do a RC1 release this Sunday.
IIRC there are some showstopper bugs in the new MP pre-game dialog
code. See tickets 1241 and 1230.
- Per
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On Wed, Dec 30, 2009 at 6:07 AM, wrote:
> 2.3: Make VTOLs finish patrolling/scouting before returning to rearm.
Perhaps try to compile your commits before you do them?
- Per
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On Fri, Jan 1, 2010 at 5:14 PM, Dennis Schridde wrote:
> Am Freitag, 1. Januar 2010 17:01:58 schrieb muggen...@users.sourceforge.net:
>> Revision: 8906
>> Property Changed:
>>
>> branches/2.3/
>> branches/2.3/data/mods/multiplay/original/
>> branches/2.3/src/frontend.c
How would in this scenario we get user name/password sync with forums and trac?
- Per
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Hello,
We keep breaking campaign again and again. Unfortunately, none of the
core developers seem to play it, at least not anymore, and we have no
automatic or easy way of testing it. The campaign code is a horrible
collection of truly horrendous hacks that nobody has of yet dared or
wished to imp
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