Mac OS X will be a pain. Take it from someone who packages Warzone for OS X.
Windows I am currently looking into. I have PyQt, Py2exe and Python installed on my XP VM so I'll play around with it over the weekend.
Regards, Freddie.
Search found 574 matches
- 15 May 2009, 19:41
- Forum: Other Talk
- Topic: Announcement: Random map generator version 1.0.1
- Replies: 8
- Views: 5188
- 12 May 2009, 22:05
- Forum: Other Talk
- Topic: Announcement: Random map generator for Warzone 2.2
- Replies: 15
- Views: 9315
Re: Announcement: Random map generator for Warzone 2.2
Question: Does that just bundle the code with a Python interpreter, or does it actually compile the code? Python can not be statically compiled. Best you can get it JIT with a VM fallback (like Java/.net). So it just bundles an interpreter + all of the modules + all of their .dll's. Regards, Freddie.
- 12 May 2009, 20:59
- Forum: Other Talk
- Topic: Announcement: Random map generator for Warzone 2.2
- Replies: 15
- Views: 9315
Re: Announcement: Random map generator for Warzone 2.2
You can package it using Py2exe. It works reasonably well and produces some quite neat .exe files. Calling out to an external program is not ideal -- and would make packaging more difficult -- hence why I believe gerard_ is working on a lua random map generator. But a map editor on the other hand......
- 12 May 2009, 10:46
- Forum: Other Talk
- Topic: Announcement: Random map generator for Warzone 2.2
- Replies: 15
- Views: 9315
Re: Announcement: Random map generator for Warzone 2.2
I think the random map generator should be used as a starting point for a real map. So you generate a random map and then spend a few hours tweaking it. A true random map generator will probably have to be written in Lua -- on account that it needs to be part of the game to be truly useful. Awesome ...
- 11 May 2009, 18:40
- Forum: Technical Help / Troubleshooting
- Topic: Warzone music does not play
- Replies: 5
- Views: 2069
Re: Warzone music does not play
Also worth pointing out the Windows 98 is not supported by Microsoft any more.
Using an unsupported operating system is never a good idea.
Regards, Freddie.
Using an unsupported operating system is never a good idea.
Regards, Freddie.
- 10 May 2009, 10:27
- Forum: Other Talk
- Topic: New Star Trek Movie for '09 - Here's the 1st Trailer
- Replies: 12
- Views: 4265
Re: New Star Trek Movie for '09 - Here's the 1st Trailer
It is out indeed. Half of our floor (consisting of medics, physicists and chemists) went to see it last night. Very well done, I thought. The acting was strong with an interesting -- if somewhat exaggerated -- plot to back it up. As with most of the feature films time travel is used quite extensivel...
- 09 May 2009, 20:46
- Forum: Other Talk
- Topic: Brand Identity, Game Style
- Replies: 74
- Views: 28139
Re: Brand Identity, Game Style
Tango icon specifications don't seem like a big deal really. No one isn't going to install the game if the icon doesn't fit in with the rest of their stuff on their desktop, icons are customizable anyway. Wanna bet? Lets try making the icon 100% transparent and see what happens. If we are going to ...
- 09 May 2009, 20:43
- Forum: News and announcements
- Topic: Version 2.1.3 and 2.2_beta1
- Replies: 34
- Views: 40246
Re: Version 2.1.3 and 2.2_beta1
Not helpful. What crashes? How did you acquire the version? What type of build is it? Have you tried running it with the debug flag? How about under gdb?yanom wrote:crashes when i try to load a game from 2.1_beta. (Ubuntu Linux)
Regards, Freddie.
- 08 May 2009, 21:08
- Forum: Other Talk
- Topic: Brand Identity, Game Style
- Replies: 74
- Views: 28139
Re: Brand Identity, Game Style
Firstly: I like the current, saturated blue logo.
However, any replacement must: Comply with the Tango icon specifications (otherwise it will almost certainly look out of place), be roughly square and be available as an SVG.
Regards, Freddie.
However, any replacement must: Comply with the Tango icon specifications (otherwise it will almost certainly look out of place), be roughly square and be available as an SVG.
Regards, Freddie.
- 02 May 2009, 22:26
- Forum: Development
- Topic: Experience speed modifier after max speed limit?
- Replies: 30
- Views: 10835
Re: Experience speed modifier after max speed limit?
I believed the WRP wouldn't change any gameplay aspects of singleplayer campaign, that was inaccurate. If we didn't change any of the gameplay aspects of campaign then we would be extremely limited with regards to what we could do. No smarter unit targeting, no realistic projectiles, no experience ...
- 02 May 2009, 14:40
- Forum: News and announcements
- Topic: Version 2.2 beta 2
- Replies: 28
- Views: 27300
Re: Version 2.2 beta 2
Has anyone noticed that the font family changes from monospace to sans-serif? I really think that should be done much earlier. Indeed, although Mac OS X has always been a sans-serif font. However, it is not without its share of problems. If I recall correctly the text entry box assumes all characte...
- 02 May 2009, 14:01
- Forum: 2.2.x
- Topic: The bad twin turrets for big bodies are inside again
- Replies: 31
- Views: 59764
Re: The bad twin turrets for big bodies are inside again
They can re-enable them using a mod if the want them. However, so long as there are graphical glitches they are not production-ready. I am sure we'll find some other uses for the code.
Regards, Freddie.
Regards, Freddie.
- 02 May 2009, 12:43
- Forum: 2.2.x
- Topic: The bad twin turrets for big bodies are inside again
- Replies: 31
- Views: 59764
Re: The bad twin turrets for big bodies are inside again
Unless every possible combination looks reasonable (so no clipping) it is unlikely that they will be enabled. It just looks silly otherwise.
Regards, Freddie.
Regards, Freddie.
- 02 May 2009, 12:40
- Forum: Development
- Topic: Experience speed modifier after max speed limit?
- Replies: 30
- Views: 10835
Re: Experience speed modifier after max speed limit?
Changes such as this effect both single and multi-player games. Amazingly they use the same unit/projectile/structure code as each other.
The base statistics, however, are different between the two. (So MP balance changes do not effect SP.)
Regards, Freddie.
The base statistics, however, are different between the two. (So MP balance changes do not effect SP.)
Regards, Freddie.
- 30 Apr 2009, 13:59
- Forum: Development
- Topic: Experience speed modifier after max speed limit?
- Replies: 30
- Views: 10835
Re: Experience speed modifier after max speed limit?
Sooo... are you saying that this will make the speed of the vechiles go over the limit? I also suggest giving them more dammage/hitpoints/range... Benefits of having way more experienced units It has been the best part of a year since I have worked on the code, but if I recall: Experience makes uni...