Re: [Wesnoth-dev] Where do we head from here, part 2

2006-02-27 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ok, I first wanted not to answer this query, because I consider my voice not significant on gameplay changes, but apprently some people consider my opinion to be important, so here we go... > - Do we want to add several new factions to mainline? so fa

Re: [Wesnoth-dev] Refactoring Gameplay

2006-03-06 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I am currently doing a big refactoring of the unit display engine... after looking at the files I modified, it seems we have little intersection, however, I would feel more confident if you did your changes in a specific branche. don't get me wrong.

[Wesnoth-dev] GCC warnings, -Wextra -Wall

2006-01-02 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I plan to add the two folowing flags in the configure.ac to have them on by default when compiling as a reminder -Wall All of the above -W options combined. This enables all the warn- ings about constructions that some users consider que

Re: [Wesnoth-dev] GCC warnings, -Wextra -Wall

2006-01-02 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 David Philippi a écrit : > Am Montag, den 02.01.2006, 08:00 +0100 schrieb Jérémy Rosen: > >>please comment > > > Add -pedantic and -ansi as well. :-) > OK. if nobody protests, I'll commit that tomorow evening (my t

Re: [Wesnoth-dev] Wesnoth development ping

2006-01-07 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 David White a écrit : > > There is a question I have for developers though: are we now happy with > where the project is going? Do we still need more direction? Are the > concerns of a couple of months ago still alive, or have they been > qualmed sinc

Re: [Wesnoth-dev] I'd like to request a small feature.

2006-01-08 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 adding a border to an image is a one line "convert" command, so I guess you don't just want a border around images changing it is a also a one line bash command OTOH we have little to no image manipulation code ingame for the moment... I'm not quite

Re: [Wesnoth-dev] I'd like to request a small feature.

2006-01-08 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Richard Kettering a écrit : >> >> adding a border to an image is a one line "convert" command, so I guess >> you don't just want a border around images >> >> changing it is a also a one line bash command > > > Because it should be part of the interf

Re: [Wesnoth-dev] ugly dependency patch

2006-01-10 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jörg Hinrichs a écrit : > Hello, > > i saw a ugly dependency (replay -> playturn) within yanns nice dependency > graph, which is caused by the structure paths_wiper, whose only concern is > to call display.set_paths(NULL). I don't see any advantage in

Re: [Wesnoth-dev] Adding [filters] to abilities

2006-01-15 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 [EMAIL PROTECTED] a écrit : > Hello, > > In continuing Xan's modifications that made the abilities a little more > configurable (in WML), i added the possiblity to add a time of day/terrain > filter to the abilities. > Multiple abilities of the same f

Re: [Wesnoth-dev] bilinear image interpolation v0.2 [patch]

2005-12-13 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jeff Breidenbach a écrit : >> 1) test the patch at home, to check it works > > > The patch is preliminary and does NOT work well enough to commit. The > hex tiling artifacts are unacceptable and I'd love to get an insight as > to what might be causin

Re: [Wesnoth-dev] bilinear filtering

2005-12-17 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jeff Breidenbach a écrit : > Short story on progress: looks pretty good, kinda slow. I can > understand why this sort of thing usually gets dumped to graphics > hardware or fancy libraries. > > There's now a bug filed so I won't spam this mailing list

Re: [Wesnoth-dev] bilinear filtering

2005-12-17 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 apparently, the patch wasn't posted properly on gna! and I can't dowload it, could you repost it either on gna or here ? thx boucman -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.2 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmai

Re: [Wesnoth-dev] bilinear interpolation

2005-12-18 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jeff Breidenbach a écrit : > > However, I am only going to bother tackling the energy bar artifact if > the resulting code is eventually accepted by Wesnoth mainline. Am I > wasting my time? > not at all... the fact that I come back to you instea

Re: [Wesnoth-dev] bilinear interpolation

2005-12-18 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 ok, this has been commited, thx again for your work, it really looks better Jeff Breidenbach a écrit : >>measurable... so yes, if you fix this artifact it will probably get in > > > Artifact addressed, thanks for the motivation. :) > >

Re: [Wesnoth-dev] [PATCH] Initial work for uploading logs

2005-12-19 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Rusty Russell a écrit : > Hi all, > > I think it would be useful to automate feedback for tuning campaigns, > particularly wrt. the experience of beginning players. Naturally, we > need to ask permission and collect the minimal relevant informa

Re: [Wesnoth-dev] [PATCH] Initial work for uploading logs

2005-12-20 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 >>ok, apprently, we are "IRC incompatible" so we'll have to discuss it on >>the ML :) > > > Hmm, OK. > maybe we'll have five minute tomorow morning between my wake up and going to work ;) about WML > > OK, done (plus the other things you request

Re: [Wesnoth-dev] [PATCH] Uploading of stats (now with live server)

2005-12-25 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 rusty I did some quick testing of your patch you have a typo in the beg screen (missing space) there seems to be no way to change your overall level after the first time you go on the help screen... do you still upload data "from time to time" or do

[Wesnoth-dev] Removing ZOC from slowed units

2005-11-01 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello all it was once sugested on IRC to remove Zone of control for slowed units, because the slow ability was considered not powerfull enough the attached patch (also #480 on savannah) implements this behaviour, so it can be discussed with some code

[Wesnoth-dev] new Slow, take two

2005-11-02 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 hey all after a little more discussion with Sirp and co on the IRC channel, I've prepared the folowing patch (attached, not on savannah yet) - - slowed units emit no ZOC - - slowed units have their movement halved - - slow doesn't affect the number o

[Wesnoth-dev] new slow, take two

2005-11-03 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ok, my previous mail seems to have disapeared, so I try again after a little more discussion with Sirp and co on the IRC channel, I've prepared the folowing patch (attached, not on savannah yet) - - slowed units emit no ZOC - - slowed units have thei

[Wesnoth-dev] one more attempt at slow

2005-11-04 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 ok, after discussing it a little more with soliton and Dragonking, here is one more attempt at slo - - slowed units see their movement halved actually, movement is not halved, but movement cost is double this effect was already here be

[Wesnoth-dev] removing image_defensive and image_defensive_range

2005-11-18 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello all I'm in the process of making all unit animations callable from WML to allow custom animations on units and animated scenes in scenarios but I've hit a problem. I can easily have all animations called, but for most important things units do

Re: [Wesnoth-dev] removing image_defensive and image_defensive_range

2005-11-19 Thread Jérémy Rosen
ter... > John > > On Fri, 18 Nov 2005, Jérémy Rosen wrote: > > > Hello all > > I'm in the process of making all unit animations callable from WML to > allow custom animations on units and animated scenes in scenarios > > but I've hit a problem. >

Re: [Wesnoth-dev] So, where is Wesnoth heading?

2005-11-28 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 > > So, what do people think? Is this workable? Any other ideas? > > David nice, but since you want to hear other ideas :) we need a "gameplay" leader or "balance" leader or somehow someone who has authority on changes that affect the gameplay i

Re: [Wesnoth-dev] So, where is Wesnoth heading?

2005-11-28 Thread Jérémy Rosen
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 ott a écrit : > > It is already possible to do an inventory using WML, but it is very > klunky and requires using the "choose an option" menu to manipulate > variables representing the state of the inventory. Adding a few user > interface elements to

Re: [Wesnoth-dev] mp-name generator improvements

2005-06-19 Thread Jérémy Rosen
Le Sun, 19 Jun 2005 07:57:09 -0500, David White <[EMAIL PROTECTED]> a écrit: > So, fixing this should be as simple as making the VILLAGE_NAMES macro > (found in names.cfg) use a translatable string of possible name-endings, > right? > > That way, for instance, the German translation could make

Re: [Wesnoth-dev] A simplification of Healing/Curing

2006-03-26 Thread Jérémy Rosen
Nils Kneuper wrote: My proposal in short: A healer gives a fixed amount of hp (less if the unit would go over max hp) to every unit close to him, no matter if ally or own unit. The unit would have a var how much it has been healed this turn. This var would be maxed when the unit is cured from po

Re: [Wesnoth-dev] Damage Calculations dialog and battle_context

2006-04-02 Thread Jérémy Rosen
(note : this is code I don't know well) all this sound nice and good, I have seen your patch on savannah, at it looks promising... Xan, rusty, do you want to merge it or shall I ? I don't know the code well enough to comment much more than "work for me" so I think it would be better if one

Re: [Wesnoth-dev] Damage Calculations dialog and battle_context

2006-04-03 Thread Jérémy Rosen
Rusty Russell wrote: On Sun, 2006-04-02 at 14:52 +0200, Jérémy Rosen wrote: I'd prefer to go through in detail and merge it myself. The current attack_prediction API was a first guess: but looking at the way it's used I might decide to modify it. sure, no problem... I'll as

Re: [Wesnoth-dev] SVN campaign server broken

2006-04-09 Thread Jérémy Rosen
thx, fixed Bruno Wolff III wrote: The 1.1.x campaign server hasn't been building from source for a couple of days now. The error message I se is: serialization/parser.o(.text+0x26aa): In function `(anonymous namespace)::parser::operator()(std::basic_string, std::allocator >*)': serialization/

Re: [Wesnoth-dev] Wesnoth 1.2?

2006-04-20 Thread Jérémy Rosen
Isaac Clerencia wrote: Hi, people. I've been talking with freim a bit on IRC, and he would like to aim for a 1.2 "stable" version soon. I basically agree with him, and would really like to get rid of Wesnoth 1.0 :) So I would like to know: * what do you think about the whole idea of a stabl

[Wesnoth-dev] halo option

2006-05-08 Thread Jérémy Rosen
hello all I am correcting a bug that is preventing missile frames from being displayed properly the best way to correct that would mean changing missile frames into halo (no WML change, it's only the way it's handled in code) however, this would mean that missile frame would not be displaye

Re: [Wesnoth-dev] halo option

2006-05-08 Thread Jérémy Rosen
Isaac Clerencia wrote: On Monday, 8 May 2006 21:52, Nils Kneuper wrote: I don't think that game speed is much affected by using halos. I would say we really should cleanup the option a little to remove things that do not make much sense. IMO the halo-option is one of these that should be removed

Re: [Wesnoth-dev] The Battle for Wesnoth ported to OS/2

2006-05-21 Thread Jérémy Rosen
thanks, included... next itme, could you submit a patch using patches.wesnoth.org ? including a changelog entry and your name for the credit (btw, if you want to be in the credit, please mail me your name and pseudo) Boucman Paul Smedley wrote: Hi Guys, ott wrote: On Sat, May 20, 2006 at

Re: [Wesnoth-dev] Windows filename conversion

2006-08-04 Thread Jérémy Rosen
quick answer, because I can't look at it right away... the idea sounds good, so will probably be included (in 1.2 too since it's obviously a bugfix) I'll reread it this WE, stay tuned I've seen you've already opened a patch... great, thx a lot Boucman Nobuhito Okada wrote: Hello, everyone,

[Wesnoth-dev] commits on 1.2 Branch

2006-10-11 Thread Jérémy Rosen
Hello all I am a bit worried by the number of heavy code commits on 1.2 branches, since we are -rc release right now. Maybe I am the only one having that feeling, but I want to make sure we all agree on that... I think it would be a good idea to try to limit ourselves to only commit bugfix

Re: [Wesnoth-dev] performance problems: unit_types

2006-10-13 Thread Jérémy Rosen
I never considered game startup a criticall path, but I agree it could be easily improved... an easier way of doing (though maybe not as effective) would be to differ object construction until it is needed that is add a flag to the object "loaded" that starts false, and attach the WML block

Re: [Wesnoth-dev] How to go on with wesnoth development

2006-12-27 Thread Jérémy Rosen
hey all Nils Kneuper wrote: Hi everybody! Now that 1.2 is out, we have to make sure that some things are not forgotten. These are the things that should be/can be done now: 1) Fixing mistakes: The spelling mistakes listed at http://www.wesnoth.org/wiki/SpellingMistakes need to be merged to tru

Re: [Wesnoth-dev] Dead code in the help system

2007-01-24 Thread Jérémy Rosen
remove or update... dead code only leads to problems. Mark de Wever wrote: The help system contains generators for 'terrains' and 'traits' but both these generators have comment that they aren't good enough and are disabled. What to do with the code let it stay and suffer more bitrot or removed