Would it be possible to have the update script issue svn rename commands,
rather than just renaming files. I found it a bit annoying that svn didn't
know the music files (in the test run) were just renamed and it downloaded
fresh copies when I did an update. This was probably a worst case scenario,
Mark de Wever wrote:
> I would add that having testers would also be helpful, people who can
> test whether old bugs are still present and test fixes.
> Having somebody people around with macs and Windows might be really
> helpful since there are some bugs which seem specific to those
> platf
On Sat, Apr 21, 2007 at 02:18:55PM -0700, [EMAIL PROTECTED] wrote:
> Mog:
> Yeah, sorry i never got around to responding to that.
> On the whole i think it's great. I think there are a few more terrains
> that i think could benefit from the multi-layer treatment, and a few
> strings
> i might do
On Thu, Apr 19, 2007 at 11:06:58PM +0200, Karol 'grzywacz' Nowak wrote:
> Hello everyone.
>
> As some of you probably remember, we've been planning to organize
> Wesconf, an international conference for Wesnoth developers and players
> alike. You can find some more details in the wiki
> [http:/
On Sat, Apr 21, 2007 at 08:06:28AM -0400, John McNabb wrote:
> You are correct. That is the proper fix. I have committed it. The
> first step is actually the hex that the unit starts on.
>
> john/darthfool
Ok thanks for looking at it. I ran valgrind for a few hours and found no
more problems :
With 1.3.2 the terrain system will be finished these are the phase out
plans, if nobody objects I'll post it on the forum. I intent to do the
changes in the terrain files pretty quickly after tagging the previous
release. Eg the 1.3.3 changes will happen shortly after the tagging of
1.3.2.
1.3.2
*
Mog:
Yeah, sorry i never got around to responding to that.
On the whole i think it's great. I think there are a few more terrains
that i think could benefit from the multi-layer treatment, and a few
strings
i might do differently. I'll put that info on the wiki page.
But as far as i'm concerned
Am Samstag, 21. April 2007 17:34 schrieb [EMAIL PROTECTED]:
> Where do you have a list mapping the current strings to your new ones?
> I'd like to double-check it before you do all that work.
I posted the list in the forums weeks ago but got no feedback, so I assumed it
was ok. Here it is:
http:/
I have verified that the new upconvert utility works as designed.
I tested it by changing the names of three music files throughout
the Wesnoth tree.
This means we now have the freedom to rename and move around resource
files (images and sounds) without worrying that this uwill require a
tedious a
Where do you have a list mapping the current strings to your new ones?
I'd like to double-check it before you do all that work.
-j.w.bjerk / eleazar
On Apr 21, 2007, at 10:07 AM, Moritz Goebelbecker wrote:
Hi everyone!
I'm going to convert the maps and campaigns to the new map strings
tomorrow
Hi everyone!
I'm going to convert the maps and campaigns to the new map strings tomorrow,
which will require a short freeze for all maps and scenario files.
This message is just a preliminary warning, I'll send another mail when
starting the conversion.
Regards,
Moritz
--
| Moritz Goebelbec
You are correct. That is the proper fix. I have committed it. The
first step is actually the hex that the unit starts on.
john/darthfool
On 4/21/07, Mark de Wever <[EMAIL PROTECTED]> wrote:
> After some recent crashing bug I've started to run some test with
> Wesnoth under Valgrind in hope to
After some recent crashing bug I've started to run some test with
Wesnoth under Valgrind in hope to uncover more possible problems.
I found one, but not sure what's the best way to fix it.
These 2 lines lead to invalid memory access
430 if(steps.empty() == false) {
431 unit_map::const_iterato
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