Search found 679 matches
- 11 Jul 2008, 22:17
- Forum: Addon discussions
- Topic: War Games: Trinity 1 & 2 - Maps + MO
- Replies: 94
- Views: 47168
Re: War Games: Trinity 1 & 2 - Maps + MO
Locked topic, you're going rather off-topic here, plus this topic is old enough that I do not want to see it revived.
- 12 Jun 2008, 16:53
- Forum: Development
- Topic: Updated GPL release readme
- Replies: 100
- Views: 256682
Re: Updated GPL release readme
Lets go get wasted! Oh.. wait I have a maths exam tomorrow (A2), maybe not. Regards, Freddie. Same, here, except that I don't drink alocoholic beverages at all. Not to mention I have more than just a single exam (have two others plus I need to finish four projects...., within two weeks, arg...). Ei...
- 03 Jun 2008, 21:27
- Forum: Development
- Topic: interface ideas
- Replies: 23
- Views: 10933
Re: interface ideas
not that anybody likes this idea, but... for the *main menu* (not necessarily in-game stuff), we could use a gui tk that has a native opengl backend. i know that fltk and qt4 have this, and possibly gtk2 since its recent integration with cairo (not that i'm at all a fan of gtk performance), and i s...
- 05 May 2008, 15:18
- Forum: Artwork
- Topic: Gfx help needed
- Replies: 118
- Views: 57868
Re: Gfx help needed
And that's *exactly* what we (or more precisely EvilGuru) are working on!Kamaze wrote: Wouldn't it make sense, to generate/render the texpage on the client site, resolution dependent?
Using Cairo for example.
- 01 May 2008, 20:49
- Forum: Artwork
- Topic: Gfx help needed
- Replies: 118
- Views: 57868
Re: Gfx help needed
Did someone already try to render this in a higher resolution to replace the current texpage? Yes, I rendered it as 2048x2048 and used it ingame (you can just overwrite the current frontend2.png and it'll just work). It looks very good, except that it seems to attempt to combine it with images from...
- 01 May 2008, 20:43
- Forum: Development
- Topic: A brand new AI
- Replies: 12
- Views: 5431
Re: A brand new AI
Don't worry troman, i wil not say I want to replace AIvolution. I just want to integer a "save a replay of this game" function (Just like in so many game) What the heck it would be for? To analyse the human player strategy! Why? You got it! To get a Really Intelligent Artificial Intellige...
- 01 May 2008, 19:13
- Forum: Development
- Topic: Compile warnings /lib/netplay.c
- Replies: 5
- Views: 2820
Re: Compile warnings /lib/netplay.c
Actually it's an option you can give to the configure script. Try running configure with --enable-debug=relaxed to allow warzone to compile with warnings.R3dP!pe wrote: Warnings are treated as errors. Isn't this a setting in the make file?
- 01 May 2008, 17:36
- Forum: Artwork
- Topic: Gfx help needed
- Replies: 118
- Views: 57868
Re: Gfx help needed
Committed in r4870.elio wrote: updated frontend2 file
[me=Giel]is thinking of an idea and will get back here if he gets one[/me]elio wrote: i don't have a serious 'open game' icon yet (in original the computer icon with arrows)
pls tell your ideas
- 29 Apr 2008, 19:34
- Forum: Artwork
- Topic: Gfx help needed
- Replies: 118
- Views: 57868
Re: Gfx help needed
Done.elio wrote: thanks, i would prefer Elio Gubser
- 29 Apr 2008, 01:31
- Forum: Artwork
- Topic: Gfx help needed
- Replies: 118
- Views: 57868
Re: Gfx help needed
-update: with hands and sword, are they good enough? They're awesome! They look a bit like Tango icons I think. Since I see above that you've given permission to commit these under the GPL I've taken the liberty to do so. See http://trac.wz2100.net/browser/trunk/data/images/frontend2.svg or fronten...
- 17 Apr 2008, 23:30
- Forum: Development
- Topic: Nightly build of the development trunk
- Replies: 122
- Views: 46727
Re: Nightly build of the development trunk
I terminated this thread in favour of the new nightly build thread.
- 17 Apr 2008, 23:29
- Forum: Development
- Topic: *Real* nightly builds! [NO LONGER AVAILABLE]
- Replies: 80
- Views: 38040
*Real* nightly builds! [NO LONGER AVAILABLE]
NIGHTLY BUILDS ARE NO LONGER AVAILABLE. ----- As some of you might have noticed, I got lazy with providing nightly builds. This was mainly because it took me about an hour at the very least for every "nightly build" I did. So to fix this I've taken the "lazy programmer"'s approac...
- 15 Apr 2008, 20:11
- Forum: Development
- Topic: Nightly build of the development trunk
- Replies: 122
- Views: 46727
Re: Nightly build of the development trunk
Why Music1.0.wz - wasn't included with installer ? As Verminus said, this is to keep the download size down because the mod itself is almost as large (27M) as WZ itself (28M). So rather than doubling the download size for everyone I thought this made a good compromise. btw its downloads to wrong f...
- 15 Apr 2008, 11:01
- Forum: Development
- Topic: So, what should we do for music?
- Replies: 68
- Views: 25370
Re: So, what should we do for music?
Awesome, it won't works What did you do and what result did you (not) get? Although I haven't tried it, did you remember to specify it in the command line? Make sure that you start up Warzone with a "--mod music_1.0.wz" flag, and that you dropped the file in the mods/global directory. Sho...
- 14 Apr 2008, 23:11
- Forum: Development
- Topic: Nightly build of the development trunk
- Replies: 122
- Views: 46727
Re: Nightly build of the development trunk
It's been a while, but I've compiled a new nightly build for revision 4613. r4613 debug version r4613 non-debug version These ones are slightly changed for the debug dumps they produce on crashes. Instead of a .mdmp file in your temp directory it now produces a .RPT file in the installation director...