Hi,
- RCL a écrit :
> Have you tried to discuss that with Team 17?
No, and I fear they may not be the only stakeholders to consider if we go that
way. In addition, I wouldn't be sure of whom to contact.
Note: the problem at stake is IMO not of "fair use" (a US special case of
copyright ex
Hi,
I have the belief (and some IP right enforcement cases underlining a potential
danger) that the project/game name should stop referring to its worms-clone
origin. I have tried to list things required for that (imo required) transition
here:
http://www.wormux.org/phpboost/wiki/name-transitio
Hi,
from http://packages.debian.org/search?keywords=wormux
you can see latest debian package is 0.8.5; this means people using a debian
won't be able to play network games, and their bug report would be useless. Do
you know how to gently nudge the packager to push 0.9.2.1 at least in sid?
Also,
While positive, this is borderline spam. The poster isn't registered, and the
site sells a product, even if related to games.
At least it's interesting to know this note based on an unknown number of
reviewers.
Christophe
- Michael Ganss a écrit :
> Hi,
>
> the users of Wormux have given
The PPA address (not maintained by me) is:
https://launchpad.net/~wormux/+archive/ppa?field.series_filter=lucid
While I don't know much about ppas, the above page seems to list 0.9.2
as available for Lucid. The Wormux project only supports the latest
release, due to for instance the network change
I consider it fixed: 0.8beta2 is *very* old, and I do remember reworking
font support and fixing bugs (not sure I can match this bug report to
any of our bugtracker).
It's a matter of backporting then (0.9.2). I know there's a ppa
somewhere but I have no idea where it's located and what it provide
Le 06/09/2010 18:29, Matthieu Fertré a écrit :
> uint l,r,t,b;
> body->GetTestRect(l,r,t,b);
> SetTestRect(l,r,t,b);
In fact I think it's trickier. The test rect for body is always the same
(see their definition in data/body/movements.xml); this can be verified
when moving: the rectangle doesn't
Hi,
- Mikko Vartiainen a écrit :
> I made more refined test. Here we simply stop animation if character
> is not visible. It makes a huge difference when there is lot a
> characters.
The patch by itself seems fine, except that applying movements are /probably/
needed for the game to update
- Mikko Vartiainen a écrit :
> 54560 8.8264 wormux
> PhysicalObj::CollidedObjectXY(Vector2 const&) const
I'm wondering if this isn't AI computing its trajectories.
This made me think about this algorithm for AI:
1) Estimate each strategy damage from its explosion, but do not estimate
Hi,
- RCL a écrit :
> It looks like the game is doing type conversions too often.
>
> This particular function (__aeabi_f2ulz) converts floats to unsigned long.
> (see here for complete list
> http://infocenter.arm.com/help/topic/com.arm.doc.ihi0043a/IHI0043A_rtabi.pdf)
That's what a google
Hi,
sorry for the offlist reply, I didn't notice you provided onlist a
opreport log, which I'm more used to deal with.
Le 05/09/2010 16:33, Mikko Vartiainen a écrit :
> Attached is oprofile report from Nokia N900 (600 MHz ARM Cortex-A8).
> Wormux was compiled with -mcpu=cortex-a8 -mfpu=neon
> -
Le 03/09/2010 23:24, Mikko Vartiainen a écrit :
> On Fri, Sep 3, 2010 at 3:34 PM, Kurosu wrote:
>> I was told that maybe the macro MAEMO5 exists. A quick google shows
>> no code using it though.
>
> Well if it exists, it's not working for me ;)
Just a suggestion (
Hi again,
- Mikko Vartiainen a écrit :
> > Is MAEMO a true define made by any build toolchain or a define you made
> > yourself (first one most probably)?
>
> I just made it myself. Toolchain doesn't automatically use any special
> defines.
I was told that maybe the macro MAEMO5 exists. A
- Mikko Vartiainen a écrit :
> Support for Maemo5 is in included patch. Thanks to Kurosu pretty much
> all of my previous patches are already integrated to svn so this is
> mainly configuration bits.
I think most can be included as is, and also improved (in my opinion) a bit,
Hi, and first of all, thanks for the translation.
- Martin Bencik a écrit :
> at first I want to say you: Bravo! Wormux its fantastic team game (specially
> human against human :))
Thanks for the kind words.
> Please, I made new Slovak translation to game. I
> translated 100% of phrases and
- Robert Clausecker a écrit :
> Why not just add the language name to the translation strings, like
> this:
>
> AddLanguageItem(_("French (Français)"),"fr");
> AddLanguageItem(_("German (Deutsch)"),"de");
>
> The names in braces are not subject to be translated. Or:
See my reply next paragr
Hello,
Le 10/08/2010 03:45, Robert Clausecker a écrit :
> AddLanguageItem("中文(简体)simplified Chinese", "zh_CN");
> AddLanguageItem("中文(正體)traditional Chinese","zh_TW");
Really? So it is not really zh_TW (which I assumed to be Taiwan's chinese).
On another hand, this is m
Hi,
Le 30/07/2010 22:10, Matthieu Fertré a écrit :
> Le 28/07/2010 14:52, Robert Clausecker a écrit :
>>* The help screen (keyboard bindings) is also broken, all fields
>> are showing up the very same help string: "Quickly quit game
>> with Ctrl".
>>
>
> I have a fixed fo
- Kurosu a écrit :
> What's your resolution? The team selection menu is the only place in
> 480x320 I have noticed so far to be that unpractical. For such
> resolution, it'll probably have to become a list rather than the 2D box.
I've seen your picture, and get
Hi,
Le 28/07/2010 14:52, Robert Clausecker a écrit :
>* The new, fancy spinner widget has one major problem: The box for
> descriptional text is too small, causing the text to float over
> the icon rendering it impossible to decipher it's content.
> (Example: "Nu
- Kurosu a écrit :
> I'm considering posting this to the forum also.
Done:
http://www.wormux.org/phpboost/forum/topic-173+request-for-contribution-extending-help-screens.php
I'll write the French version soon.
Christophe
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Hi,
I have a request for any non-developper that would like to contribute
something. I'm considering posting this to the forum also. Other Wormux
contributors, if you think something below should be clarified, please
go ahead.
In addition to the current image for controls, I'd like to add the
Hi,
- Kurosu a écrit :
> Might be interesting to check how much time each idea actually takes: it
> might not be the 1ms it checks.
> It also seems that process is not running in its own thread (so that it does
> not freeze the display), but rather serially:
> MainLoop
- Florian Köberle a écrit :
> Sure it would be cool to have the AI running in it's own thread(s). The
> difficulty is to ensure that the data does not get inconsistent. For
> example that a object gets removed from the object list because it has
> fallen into the water while the AI loops over
Hi,
- Florian Köberle a écrit :
> The worse thing is that the character code uses even the width of
> sprites. Just have a look at line 533 in
> src/character/body.cpp:
> body_mvt.pos.x = GetSize().x / 2.0 -
> skel_lst.front()->member->GetSprite().GetWidth() / 2.0;
>
> The width depends on t
Hi,
just to sum up what has happened with my changes during the past weeks:
- reduce memory usage due to unnecessary copies
- do progressive loading of map ground image (avoid a 8-30MB duplicate image
sitting in memory)
- try to have all Surface in display format (leads to more optimized SDL
sof
Hi,
I have started integrating patch from the Maemo port (targetting the
Nokia smartphones Nx00). In particular, like the Android platform, there
no notion of mouse motion or mouse button (no left/middle/wheelmouse).
Some changes are important, even controversial. I've decided to
integrate a
- Robert Clausecker a écrit :
> I just built the latest trunk and compiled it. I was very impressed
> about the enhanced performance Wormux has now. In 0.9.2 stable release,
> the performance was about 35-40 FPS, and now it's 45-55 FPS (I manually
> tweaked src/options_menu.cpp in order to all
- Kurosu a écrit :
> Le 17/06/2010 11:43, Kurosu a écrit :
> > 188757 29.5856 wormux BlitNtoNPixelAlpha
> > 109184 17.1134 wormux BlitRGBtoRGBPixelAlphaMMX
>
> Those are all used in case of per-pixel alpha blending. Now, there
Le 17/06/2010 11:43, Kurosu a écrit :
> 188757 29.5856 wormux BlitNtoNPixelAlpha
> 109184 17.1134 wormux BlitRGBtoRGBPixelAlphaMMX
Those are all used in case of per-pixel alpha blending. Now, there are 2
things this makes me think:
- do we reall
Seems I sent in twice the previous mail. Whatever.
- Kurosu a écrit :
> For some reason, I can't force oprofile to include the time taken
> in external symbols, in particular SDL.
By building static libraries, I finally got:
samples %app name symbol
- Matthieu Fertré a écrit :
> By the way, it is not the first time that we have such bug report with
> the blitz mode. We MUST display a message at the beginning of the game
> in blitz mode explaining the basics of this mode.
At this point, this is getting so much on my nerves that I prefer r
- Matthieu Fertré a écrit :
> Could you detail what are the numbers in the columns 1 and 2 ?
Sorry, I thought it was obvious. Paste before the figures those lines then:
CPU: Core 2, speed 3159.01 MHz (estimated)
Counted CPU_CLK_UNHALTED events (Clock cycles when not halted) with a unit mask
Hello,
- lolo B a écrit :
> but it miss some xml files
> blitz_objects.xml and a complete config.xml file (with tag )
There are default files loaded, and this is the intended behavior.
For the record, this was already replied on the forum:
http://www.wormux.org/phpboost/forum/topic-163+0-9
- Matthieu Fertré a écrit :
> Maybe with some optimizations we can have about 20/25 fps.
btw, here's the oprofile report for a x86 target (oprofile unavailable on a
real arm target):
2578 11.3189 wormux Surface::MergeSurface(Surface&,
Vector2 const&)
2057 9.0314
Le 14/06/2010 16:35, kur...@free.fr a écrit :
> The author told me 0.9.2 is drastically slower than 0.9.1 so we'll have
> to look around that. (not playing the blame game here).
The only major change I found affecting performance would be the Double
usage. Too bad, it will have to stay.
__
> Le 11/06/2010 21:24, Kurosu a écrit :
> To be honest, I never thought that you would be so fast to port it to
> Android smartphone. So I'm quite impressed!
curl was also ported. I don't know how much binary is spent for just http
download, but that doesn't really matt
- RCL a écrit :
> Well, there's Maemo port of this game (for Nokia N900):
> http://repository.maemo.org/extras-devel/pool/fremantle/free/source/w/wormux/
> , maybe something can be learned from that?
Actually, I'm in contact with the port author, so that I merge some of his
(valid) changes (
- kur...@free.fr a écrit :
> Do you think it would be worthwhile to restore the compatibility
> by adding this code and a proper notice?
> I don't mind keeping my code local.
The Maemo port requires an equivalent fix. So this is no longer a question of
whether this is a pointless thing, but h
Le 10/06/2010 15:29, Kurosu a écrit :
> I'll probably need help to achieve all of those tasks, and therefore
> also request your input.
Well, I've gone ahead, hacked code and data to do what I said.
Sadly, it goes at like 11 fps on the simplest map (aquarium), down to 5
on some
Hi,
for those who don't know, Android is google's platform to run
smartphones. I don't really know the requirement yet, but it will
probably be android 1.6 (requirement on OpenGL ES due to the SDL port).
My recent efforts have been preliminaries to get something partially
running. I have noted
This bodes well for my idea. However there are tricky parts,
> like what is used in map/maps_list.cpp
Hoping the patch won't be dropped by the ml, here's what I tried
to do for MapInfo accessors. Most of them use in fact LoadBasicInfo
or LoadData.
Those functions throw exceptions in case of err
- Matthieu Fertré a écrit :
> From my side, I'm not very fan of exceptions. To be honest, I tried to
> use it only in constructor when there is other way to catch the error.
> (After months of Linux kernel programming, I really prefer to rollback
> using goto.)
This bodes well for my idea. Ho
Hi,
this was made necessary because of using new helper functions from libxml2,
more precisely from tree.c. I know that I have one machine I sometimes work on
that only has 2.6.32 (Debian lenny), so I have a patch that puts tree.c's code
under "#if LIBXML_VERSION > 20702". The license of this c
> - removing RTTI (done) and exceptions: https://gna.org/task/index.php?7103
I have added a patch there (I think the mailing list drops them, so I'm not
attaching one here) for one such situations. It changes the way error are
handled in lib/wormux/net from exceptions to error code + string. A b
Hi,
due to a port in progress, I'm investigating how to deactivate bits from
wormux. There currently are:
- removing RTTI (done) and exceptions: https://gna.org/task/index.php?7103
- allow to disable NLS (done I think): https://gna.org/task/index.php?7101
- remove (as much as possible) network co
ing in weeks, but I gave up and went the hackish way: build by hand
the libs relying on libtool to do the job.
So I have progressed, and I expect maybe 1 or 2 weeks if I have my weekends all
for myself.
Best regards,
Kurosu
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Le 01/04/2010 08:59, Matthieu Fertré a écrit :
> By the way, if everybody agrees that it much better, maybe we can
> release yet another version : 0.9.2. This version would contain few
> things : the new grapple implementation, bugfix for the bugzilla team,
> maybe some fixes about japanese and chi
reports may arise. For
instance, in the case of [1], modifying speed_on_hit didn't introduce any push
back effect, so I'm wondering if it's bugged. The code using it is in
WeaponBullet::SignalObjectCollision :
obj->AddSpeed(cfg.speed_on_hit, my_speed_before.ComputeAngle());
Best r
Discussed it with gentildemon, and as nobody has an opinion, I'll retract the
proposal :p
- kur...@free.fr a écrit :
> Hi,
>
> although I'm balking at having to do this for every Windows setup,
> and regarding a recent bug, I was thinking about providing a "log"
> build of Wormux (configure
fered and thus
provides the proper lib for the expect target/host) :/
Best regards,
Kurosu
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Le 14/03/2010 21:21, Kurosu a écrit :
> File systems under Windows (NTFS, FAT32) are case-unsensitive.
ie funkyIsland and funkyisland are the same, hence the conflict.
A quick lookup offers no solution.
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runk/data/map/funkyIsland'
The checkout dies afterwards.
File systems under Windows (NTFS, FAT32) are case-unsensitive.
I don't know yet how to fix this.
Kurosu
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is needed (which, from the missing
functions, seems the case here). Probably configure should check for
this or we should implement a workaround.
Best regards,
Kurosu
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nch? release a
0.9.1.1?), so I'm for now only locally fixing it for the Win32 setup.
Best regards,
Kurosu
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ved those
backups from the Windows installer.
You might however want to check that on next release. (probably not
worth uploading a new tarball IMO for current one)
Best regards,
Kurosu
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kur...@free.fr a écrit :
> I could have modified myself the download page,
> but there were too many risks to fail...
Oh well, I went ahead and just copied the 0.9.0 published download. I guess it
can be fixed afterwards!
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Matthieu Fertré a écrit :
> Wormux 0.9.1 has been released!
And a windows binary has been uploaded to the usual place. I could have
modified myself the download page, but there were too many risks to fail...
Best regards,
Kurosu.
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per folder
. typing the appropriate flag
. returning the (big) log files
Best regards,
Kurosu
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kur...@free.fr a écrit :
> atan located?
Crap, ComputeAngle in lib/wormux.
Though the call is atan(y/x), which should be equivalent to
acos(x/sqrt(x²+y²)). Yes, unpretty.
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ea for atan.
Depends on the usage of the return of atan... However, grepping in the code, I
can only see one usage for acos and that's all. So, where are the uses of asin
and/or atan located?
Best regards,
Kurosu
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sed. And if you want to distinguish that far, you may end up with no
one able to connect to one another.
And that's just a slight problem compared to the problem of the gamer
frustration for not being able to join a game.
Best regards,
Kurosu
__
l discrepancies between
local computation and synchronization data, so as to track the less
deterministic stuff (and possibly correct it). But that would only be helpful
if instead b/ was chosen.
Best regards,
Kurosu
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Hi,
Matthieu Fertré a écrit :
> We are currently in the process of releasing Wormux 0.9.0 :)
A setup has been uploaded to the usual win32 download folder. Older
(setup) files could be moved to archive if need be.
Best regards,
Kurosu
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Hello,
Guillaume Desmottes a écrit :
> As you have probably guessed by now, I'd like to know if you'll be
> interested in bringing Telepathy integration into Wormux. I think that
> could really improve the user experience:
[...]
> The dependencies on Telepathy would be optional so if Wormux isn't
hat would be great! This was one of my pet peeves. I once implemented
it but code had changed so much since then...
Best regards,
Kurosu
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Hello,
Matthieu Fertré a écrit :
Hi,
Kurosu, Auria, could you check that building wormux is still possible
with my very latest commits in trunk (r6322 et r6323). I had written
system dependent code to fill the lack of SDL_net...
I can't commit atm, but I've attached a patch t
Matthieu Fertré a écrit :
> Hey, I have just seen you have add the question about Fullscreen and OS X!
>
> Great thanks! I haven't thought about it!!
Render unto Caesar the things which are Caesar’s... I didn't, someone
else did (yekcim?)
Regards,
Christophe
___
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Matthieu Fertré a écrit :
> Kurosu, could you check what I have written for Windows ?
Paths seem OK. Under Vista, however, "Users" folder does exist ("cd
\Users" works) but appears as "Utilisateurs" in the Explorer for
instance in French. Worth the tro
rendering library) doesn't work
perfectly in fullscreen mode under OSX: the game becomes very slow and
there are important graphical glitches making the game almost unplayable.
The only practical way to fix that is to wait for an hypothetical
version of SDL that fixes this.
Matthieu Fertré a écrit :
>> I have a problem: the tarball has code displaying 0.8.4svn as far as I
>> see. Could someone confirm?
>>
>
> Which tarball are you talking about ?
The one from your mail I no longer have, called "wormux-0.8.4.tar.bz2"
> If you talk about the source one, I'm sure it's
n32 (attempt to build lib/wormux-server and tools). I have a fix, but
I'm really not sure it was supposed to happen.
For now, I'm holding off the win32 binaries.
Best regards,
Kurosu
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https:/
Kurosu a écrit :
> Uploaded to win32/Wormux-Setup-0.8.4svn-2009.06.28.exe (untested though)
Updated to win32/Wormux-Setup-0.8.4svn-2009.06.28.exe to include a patch
and force connections to the alternate index server and so on.
Best regards,
Kur
hi,
Matthieu Fertré a écrit :
> The linux is built with debug info and wormux --version reports
> 0.8.4svn. So yea, 0.8.4svn is enough in the version number.
Why haven't you included it in the branch (as it is not yet a tag)?
There's a missing nn.po in the po folder; I have included it in the
Hi,
Matthieu Fertré a écrit :
> it works only with 0.8.4svn!
I'll soon have an installer for windows, but for now I ran out of time
for patches + stuff. What would be a good version number in the binary
uploaded? Simply 0.8.4svn?
Best regards,
Christophe
_
uld be
removed, as it's only for development under windows (and therefore
unneeded in a branch). I only modified Makefile.am so that it isn't
packaged anymore.
Best regards,
Kurosu
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.exe" for people to test it. It worked for me,
but due to my record of failings to date, I'm trying to be careful... ;)
Once the file has been deemed ok, anyone can rename it (removing the
-unofficial part).
Best regards,
Kurosu
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was still worth
asking...
Best regards,
Kurosu
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Kurosu a écrit :
> Unfortunately, I think at least 1 folder is missing: lib, and thus, its
> subfolders. Not sure but this might require the SUBDIRS variable of
> Makefile.am to be updated.
I did a checkout of the 0.8.3 branch, and lib folder seems to be missing
there too. But afai
UBDIRS variable of
Makefile.am to be updated.
Best regards,
Kurosu
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t's why you don't have to care :)
I haven't read the whole discussion, and I expect my comment not to improve
anything, but if the gettext/NLS support isn't properly detected on your system,
then it's a problem lurking in gettext.m4, which would better be correc
Matthieu Fertré a écrit :
> Kurosu, a rapid search tell me that this function exits for Windows too
> : http://msdn.microsoft.com/en-us/library/ms738514(VS.85).aspx
> Could you update the Network::WIN32_CheckHost() ? Please remove #ifndef
> WIN32 in that method that compiles only
kur...@free.fr a écrit :
> I'll take on the task to verify the windows build.
Branch 0.8.3 now compiles and run, but I haven't tested network games. I
should probably put a build online for as many persons to test it.
Most patches in src should be ported to trunk I think.
Note that with that re
Hello,
Quoting Matthieu Fertr� :
> - checking for build on different operating systems (windows, *bsd)
I'll take on the task to verify the windows build.
Best regards,
Kurosu
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ore accessible
>> folder (like "Documents") should be used instead => need to perform
>> migration.
>>
>
> I don't think user want a "wormux" directory in his home directory. The
> only problem I see is uninstallation. In that case, when uninstalling
> wormux under windows, you can propose to empty to remove all those data
> for all users.
This is not possible unfortunately, or very very difficult: it's only at
best for the current user, and I don't know how to have uninstall
options under windows.
Regards,
Kurosu
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the conformance validation,
maybe it's up to the game engine, and doesn't belong here, but this was
another reason for the TEMP folder.
My problem with "personal" folder is that it is, well, personal, and may
not benefit every user. OK, on that point, probably nobody has 2 us
- don't unpack a corrupt archive or incomplete map to user folder
. Move unpacked map folder to the expected final folder
- User personal maps folder or normal map folder? ignore it? test it
first? test it if the user wants that?
So far, this is what I've thought of
ly code- and
build-wise. IMHO, a new release is not yet possible
> P.S. I tried sending this email twice before but it got swallowed
> somewhere along the way.
Maybe it got among genuine spam send to this list, and it was therefore
clean
Ivan Andrus a écrit :
> finally got mingw to build a Windows
> installer, so I've been having some success.
I'd be interested in knowing if anything was unclear/insufficient/wrong
with the mingw documentation: your opinion could greatly improve it.
> However, it seems that
> the windows versi
Kurosu a écrit :
> I guess, only if built by visual studio, as mingw doesn't have wspiapi.h
> afaik. I no longer can test w2k unfortunately.
Well, I managed to, so here are the results:
- visual studio build properly starts, but crashes immediately as the
game starts (box2d probl
was just another way.
Seems I was wrong. Well, you gotta learn something new each day.
Regards,
Kurosu
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ual studio, as mingw doesn't have wspiapi.h
afaik. I no longer can test w2k unfortunately.
At least compilation is fixed for both mingw and visual studio in r5247.
Best regards,
Kurosu
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don't know how many users
that is. There are troublesome workarounds though, see for instance:
http://www.mail-archive.com/[EMAIL PROTECTED]/msg00040.html
I hope to look into it this weekend.
Regards,
Kurosu
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have already discussed about that with Kurosu.
> Here is a patch that may help a volunteer (Kurosu ?) to finish this task.
Anyway, the patch got stripped by the mailing list software, it seems.
> After the 0.8.1 release, the index server(s) will accept 0.8.1-svn,
> 0.8.1 and 0.8.0. So, s
hole list so that contributers have
their say in whether the idea is to go on, and if they have opinions
about any of my proposals above.
I'd really enjoy doing that, but I'll drop it if someone is against it.
Best regards,
Kurosu
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Wor
Quoting Katchourine Yoann <[EMAIL PROTECTED]>:
> do you want to follow our use of SDL or maybe we can switch
> to OpenGL.
> OpenGL is really nice for using also in 2D.
> It's faster.
May or may not, it depends on the GFX card and the driver. Nowadays, it's almost
a given, though.
> Personnaly i'm
For the people not speaking French on this mailing list, here's a quick'n'dirty
translation together with some details so that people are aware of what may
happen about wormux data.
Yesterday night, monday the 9th of June, during the Wormux party (aperitif) held
in Rennes, France, to celebrate the
mon sens si insultes grossi�res il y a il faudrait pouvoir les
> activer/d�sactiver.
Ca a �t� �voqu�, et clairement, tout le monde �tait d'accord pour �viter ce
genre de choses franchement inutiles.
Kurosu
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Handling by upstream (myself and user gentildemon)
** Changed in: wormux (Ubuntu)
Assignee: (unassigned) => Wormux Team (wormux)
--
wormux crashed with SIGSEGV in TTF_SetFontStyle()
https://bugs.launchpad.net/bugs/174363
You received this bug notification because you are a member of Wormux
ackage. The way to do that would be to ask some archlinux developer to
sponsor/package the game.
Best regards,
Kurosu
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