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From: Benedikt S. <ben...@we...> - 2024-03-30 10:19:30
|
Almost a year and a half after the last release, Widelands 1.2 has been released. Now you can either download<https://www.widelands.org/wiki/Download/> it at once and play for hours and hours, or read this e-mail which rounds off the release process with the Cap-over-the-Mill message suggested in the release plan. After the last release, I optimistically predicted an early feature freeze to bring the release schedule back on track. Instead we saw the longest release interval yet, and 2023 passed without a release, or even a feature freeze. The main reason for the delay was the new feature of Naval Warfare: One of the most frequently requested enhancements for Widelands, it is possible in the new version to invade other players' shorelines with warships to conquer coastal land and build ports there. This massive change required a lot of time to get into a working state, and even now it is not complete: Naval warfare still has major balancing problems, and is therefore included only as a preview that has to be enabled in the game setup prior to starting a game. I hope and intend that we can rebalance it to general satisfaction and bring it to enabled-by-default availability in the v1.3 release. Although Naval Warfare may therefore not live up to expectations just yet, Widelands 1.2 also offers a broad range of other enhancements that offer great benefits to all players. The other big new feature is the plugins system: Add-on scripters can now modify the user interface and create custom windows to add new functionality with a flexibility and reach that was previously impossible. There are already many plugins available especially for the map editor to help with the design, creation, and analysis of maps. The diplomacy feature, introduced in v1.1, has been enhanced with a better user interface and proper handling by the computer players. The encyclopedia lets you navigate more conveniently with hyperlinks. We found and fixed masses of rare race conditions and other crashes and cornercase bugs. There's so much more, and all the details can be found in the 500-lines-long changelog<https://www.widelands.org/changelog/>. For the next release, there are already a number of new features in active review. Perhaps the most exciting one is that the number one most often requested feature, Trading, is at long last coming with certainty in version 1.3! As always, there are also more enhancements to the new features of recent releases coming, such as even more power for plugins and a smoother game startup. I intend to do a lot of behind-the-scenes code cleanup and refactoring in the next release cycle. As for the release schedule, I intend to pull through this time what I had unsuccessfully had in mind for the last release cycle: Bringing the schedule back on track for annual releases, with a feature freeze already in mid or late Summer 2024 and the final v1.3 release in Autumn 2024. Maybe some of the new features turn out to need longer than that, but I'll keep my fingers crossed for meeting the target. Finally, allow me mention the change that you won't find on the main release announcements, namely the "semi"-move to Codeberg: Whether you like GitHub or prefer the FOSS-friendly non-profit hosting platform Codeberg e.V., you can now find Widelands on both <https://github.com/widelands/widelands/> and <https://codeberg.org/wl/widelands/>. Pull requests, issues, code and other data is all mirrored between the two sites, so that each developer can choose their preferred platform for contributing without missing out on anything. Now, don't let me keep you from playing Widelands 1.2 for too long! If you are a developer, or considering to join development (which would be great! new contributors are always very welcome), don't hesitate to state your plans as well here on the mailing list or in our forums<https://www.widelands.org/forum/>! Best regards and many hours of fun playing, Benedikt Straub (Nordfriese) |
From: Benedikt S. <ben...@we...> - 2024-03-30 09:20:23
|
The Widelands Development Team is proud to announce the immediate availability of the stable release Widelands 1.2. Since the release of version 1.1, we implemented several hundreds of new features and bugfixes; for example, to name just a few of the highlights: - **UI Plugins** are add-ons that can add more functionality to the user interface - **Naval Warfare** preview: Invade foreign coasts using warships! *This is included as a preview feature and needs to be explicitly enabled in the game setup screen.* - **Soldier garrisons** for ports and headquarters - Balancing changes to the Amazon economy - Fifth scenario for the Frisian campaign - More settings in the game setup screen, such as configurable durations for timed win conditions - Diplomacy handling for the computer players - Stick **pinned notes** onto map fields to mark important points - **Hyperlinks** let you navigate within the encyclopedia and to the online help - Easy **maps publishing** inside the editor - High-resolution images for many more units - Accessibility enhancements for many user interface components - Expose more functionality to the add-ons and scenario scripting interface - Fixed many crashes and hangs and enhanced error handling Widelands 1.2 is translated completely into Catalan, German, Hungarian, Low German, and Russian, and the translations for 8 other languages are more than ⅔ complete. Widelands is distributed for Windows (64-bit and 32-bit), Mac OS X ≥ 12.0 (Intel 64-bit) and Arm (≥ 14.0), Linux (AppImage, 64 bit), and in source code. For Linux users, we also provide a Flatpak package and a Ubuntu PPA and try to make compiling as easy as possible, and most distributions will pick up Widelands 1.2 into their repositories very quickly. Both binary and source packages are available under the links below and from our [Download](https://www.widelands.org/wiki/Download/) page. If you like what you see, have a look around our homepage, https://www.widelands.org/. You may also want to check the forums and our IRC channel, `#widelands` on LiberaChat, to arrange multiplayer games with other players. We especially welcome every helping hand: Help us find bugs, translate the game, add new scenarios or features! If you want to get even more involved in the further development of Widelands, you can meet us on the forum at https://www.widelands.org/ or subscribe to wid...@li... on http://lists.sourceforge.net/mailman/listinfo/widelands-public. Releases are also announced to wid...@li... (https://sourceforge.net/projects/widelands/lists/widelands-announce). |
From: Benedikt S. <ben...@we...> - 2022-10-23 11:54:51
|
Widelands 1.1 has been released. Now you can either download <https://www.widelands.org/wiki/Download/> it at once and play for hours and hours, or read this e-mail which rounds off the release process with the Cap-over-the-Mill message suggested in the release plan. Over sixteen months have passed since the last release of Widelands. This fits with our target to publish one release per year, yet this summer's feature freeze was uncomfortably long due to the considerable number of new bugs that needed fixing. On the bright side, this means we have a goodly backlog of new features developed since springtime which will give the next development cycle an interesting headstart. In 2023, I'm aiming for a first snow freeze in late spring and a release in midsummer with a shorter freeze duration, provided the bug situation allows it. What can you look forward to in release 1.2? Well, there are no definite fixed goals, no must-haves for the release. From my side, you can expect the add-on system to be taken further; and improving accessibility for frequently used functionality is a topic I recently discovered to be interested in. A fifth scenario for the Frisian campaign is coming with certainty. I also intend to finally bring one of the most wished-for subjects ever, naval warfare, to a functional state during the long winter months, so that you will at long last be able to conquer enemy islands. If you were hoping I might pick up the scenario editor again, I must disappoint you though. Maybe next year. The last release cycle has seen a shift in the project lead of Widelands. I, Nordfriese, have taken over as Chieftain from GunChleoc, who in her five and a half years in the role has fixed thousands of bugs, added features beyond count, and overseen major changes. Widelands would not be anywhere near what it is today without her efforts, and the entire community is deeply grateful to her. Let's all raise a cheer to our retired Chieftain! The post of Elder of Graphics was taken over by tothxa, and hessenfarmer fulfills the new role of Elder of Scripting. What do these changes mean for the future of Widelands? Not much actually; Widelands continues as it always did, forever growing, forever improving, for it are the combined efforts of the entire community infinitely more than any one person's policy decisions that shape the future of Widelands. Let us raise another cheer to our new Elders, and to all the other developers without whom this amazing game would never have come to be! Is there anything left to say? Let's better keep this message short so as not to keep you from playing Widelands for too long! If you are a developer, or considering to join development (which would be great! new contributors are always very welcome), don't hesitate to state your plans here on the mailing list or in our forums <https://www.widelands.org/forum/>! Best regards and many hours of fun playing, Benedikt Straub (Nordfriese) |
From: Benedikt S. <ben...@we...> - 2022-10-23 10:07:36
|
The Widelands Development Team is proud to announce the immediate availability of the stable release Widelands 1.1. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Please visit our homepage at https://www.widelands.org/ to learn more. Since the release of version 1.0, we implemented several hundreds of new features and bugfixes; for example, to name just a few of the highlights: - **Three new scenarios**: One each for the Atlantean and Frisian campaigns, and a new standalone singleplayer mission - An **add-ons webserver** allows efficient down- and uploading of add-ons as well as interactions such as voting and commenting on add-ons - **High-resolution images** for many units - **Multithreading** provides smoother performance - Multiple enhancements to the in-game **encyclopedia** - **Diplomacy**: Manage your alliances during the game - **Fastplace**: Assign custom shortcuts to buildings to place them with one keystroke - In-game loading and restarting of games and scenarios - Save and load in-game windows - Editor tool history dialog - Various AI enhancements Widelands 1.1 is translated completely into Catalan, German, Hungarian, and Low German, and the translations for 10 other languages are more than ⅔ complete. Widelands is distributed for Windows (64-bit and 32-bit), Mac OS X >= 11.0 (Intel 64-bit and M1 Arm), Linux (AppImage, 64 bit), and in source code. For Linux users, we also provide a Flatpak package and a Ubuntu PPA and try to make compiling as easy as possible, and most distributions will pick up Widelands 1.1 into their repositories very quickly. Both binary and source packages are available under the links below and from our Download <The Widelands Development Team is proud to announce the immediate availability of the stable release Widelands 1.1. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Please visit our homepage at https://www.widelands.org/ to learn more.,,Since the release of version 1.0, we implemented several hundreds of new features and bugfixes; for example, to name just a few of the highlights:,,- **Three new scenarios**: One each for the Atlantean and Frisian campaigns, and a new standalone singleplayer mission,- An **add-ons webserver** allows efficient down- and uploading of add-ons as well as interactions such as voting and commenting on add-ons,- **High-resolution images** for many units,- **Multithreading** provides smoother performance,- Multiple enhancements to the in-game **encyclopedia**,- **Diplomacy**: Manage your alliances during the game,- **Fastplace**: Assign custom shortcuts to buildings to place them with one keystroke,- In-game loading and restarting of games and scenarios,- Save and load in-game windows,- Editor tool history dialog,- Various AI enhancements,,Widelands 1.1 is translated completely into Catalan, German, Hungarian, and Low German, and the translations for 10 other languages are more than ⅔ complete.,,Widelands is distributed for Windows (64-bit and 32-bit), Mac OS X >= 11.0 (Intel 64-bit and M1 Arm), Linux (AppImage, 64 bit), and in source code. For Linux users, we also provide a Flatpak package and a Ubuntu PPA and try to make compiling as easy as possible, and most distributions will pick up Widelands 1.1 into their repositories very quickly. Both binary and source packages are available under the links below and from our [Download](https://www.widelands.org/wiki/Download/) page.,,If you like what you see, please visit our homepage, https://www.widelands.org. You may also want to check the forums and our IRC channel, `#widelands` on LiberaChat, to arrange multiplayer games with other players.,,We especially welcome every helping hand: Help us find bugs, translate the game, add new scenarios or features! If you want to get even more involved in the further development of Widelands, you can meet us on the forum at https://www.widelands.org/ or subscribe to wid...@li... on http://lists.sourceforge.net/mailman/listinfo/widelands-public. Releases are also announced to wid...@li... (https://sourceforge.net/projects/widelands/lists/widelands-announce).> page. If you like what you see, please visit our homepage, https://www.widelands.org. You may also want to check the forums and our IRC channel, `#widelands` on LiberaChat, to arrange multiplayer games with other players. We especially welcome every helping hand: Help us find bugs, translate the game, add new scenarios or features! If you want to get even more involved in the further development of Widelands, you can meet us on the forum at https://www.widelands.org/ or subscribe to wid...@li... on http://lists.sourceforge.net/mailman/listinfo/widelands-public. Releases are also announced to wid...@li... (https://sourceforge.net/projects/widelands/lists/widelands-announce). |
From: Benedikt S. <ben...@we...> - 2021-06-15 09:04:22
|
The Widelands Development Team is proud to announce the immediate availability of the stable release Widelands 1.0, the first-ever stable release after the end of the beta Builds series. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Please visit our homepage at https://www.widelands.org <https://www.widelands.org> to learn more. Since the release of Build 21, we implemented several hundreds of new features and bugfixes; for example, to name just a few of the highlights: - A new tribe: the Amazons - An add-on system - A third frisians scenario - Dynamic tribe loading to speed up game loading - Targeting individual map objects for removal - Mute/unmute messages by buildings - Fully redesigned main menu - Configurable keyboard shortcuts - Enhanced keyboard and mousewheel support in the UI - Long-term stable Lua API for game content designers Widelands 1.0 is translated completely into German, Hungarian and Low German, and the translations for 12 other languages are more than ⅔ complete. Widelands is distributed for Windows (64-bit and 32-bit) and Mac OS X >= 10.7 (Intel, 64-bit) and in source code. For Linux users, we provide a Flatpak package and a Ubuntu PPA and try to make compiling as easy as possible, and most distributions will pick up Widelands 1.0 into their repositories very quickly. Both binary and source packages are available from https://github.com/widelands/widelands/releases/tag/v1.0 and our Downloads page at https://www.widelands.org/wiki/Download/ . If you like what you see, please visit our homepage, https://www.widelands.org <https://www.widelands.org>. You may also want to check the forums and our IRC channel, #widelands on LiberaChat, to arrange multiplayer games with other players. We especially welcome every helping hand: help us find bugs, translate the game, add new scenarios or features! If you want to get even more involved in the further development of Widelands, you can meet us on the forum at https://www.widelands.org/ or subscribe to wid...@li... on http://lists.sourceforge.net/mailman/listinfo/widelands-public. Releases are also announced to wid...@li... (https://sourceforge.net/projects/widelands/lists/widelands-announce). |
From: Benedikt S. <ben...@we...> - 2020-07-18 09:47:46
|
Widelands Build 21 has now been released. Now you can either download it at once and play for hours and hours, or read this e-mail which rounds off the release process with the Cap-over-the-Mill message prescribed by the release plan. Since the release, several branches with bugfixes and new features have already been merged to master. A number of larger features are in review already: A series of tribes-filtering branches to speed up game loading and make the game more easily moddable, a scenario editor interface, a redesigning of the launch-game screens. More goodies are under active development: An Amazon tribe, an add-on system, several new scenarios. Since the release of Build 20, only 14 months have passed, compared to 2.5 years between b20 and b19 and 2.75 years between b19 and b18. This shorter interval was greeted with positive feedback from the community, and it is my opinion that we should aim to keep the intervals for future releases similarly short. It is much too early to set a date for the next feature freeze already, but we should aim to have it in springtime 2021, and hold the next release in the summer of 2021. Is Widelands still a game in beta stage, as our wiki claims? There is some consensus that this is no longer true nowadays. We are discussing whether to mark this fact by letting build-21 terminate the series of beta builds and naming the next release "Widelands 1.0". Do you agree? Post your opinions to https://github.com/widelands/widelands/issues/3979. During the last year, I have developed quite a number of new features for Widelands. For the course of the next year, I would like to move my focus more towards squashing bugs. The features I do intend to implement are the remaining graphics for the new Amazons tribe; a scenario editor, an add-on system, more scenarios for the Frisian campaign; and perhaps, just perhaps, the frequently-requested feature of naval warfare. If you are a developer, or considering to join development (yay, please do!), don't hesitate to state your plans here on the mailing list or in our forum <www.widelands.org>! I'd better stop writing now, as I don't want to keep you from playing Widelands Build 21 for too long! Best regards, Benedikt Straub (Nordfriese) |
From: Benedikt S. <ben...@we...> - 2020-07-18 09:11:42
|
The Widelands Development Team is proud to announce the immediate availability of Widelands Build 21. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Please visit our homepage at https://www.widelands.org <https://www.widelands.org> to learn more. Since the release of Build 20, we implemented several hundreds of new features and bugfixes, for example: - A much stronger AI - New “Peaceful Mode” and several new starting conditions - More detailed user controls for game speed, map scrolling, and many properties of building windows; new hotkeys; re-added quick navigation with ‘,’ and ‘.’; partly redesigned and modernized user interface - Allow the player to choose the soldiers to send in the attack box - New planning-ahead ship scheduling algorithm - Ferries carry wares over waterways - Improved display of work areas - Changing settings for buildings in the constructionsite - Spritesheets and mipmaps provide high-quality graphics when zooming in - Numerous fixes and improvements to the tutorials and scenarios - New editor tool to resize the map - Lots and lots of balancing tweaks to all tribes - Extensive behind-the-scenes source code cleanup and refactoring - Support for Big Endian architectures Widelands is translated completely into Catalan, Danish, Dutch, Finnish, French, Scottish Gaelic, German, Low German, and Spanish; and the translations for 9 other languages are more than ⅔ complete. Widelands is distributed for Windows (64-bit and 32-bit) and Mac OS X >= 10.7 (Intel, 64-bit) and in source code. We no longer ship binary Linux packages because of the poor compatibility between Linux distributions. Instead, we try to make compiling for Linux users as easy as possible. Also, most distributions will pick up Build 21 into their repositories very quickly, and we provide a PPA for Ubuntu users. Both binary and source packages are available from http://launchpad.net/widelands/build21/build21 <http://launchpad.net/widelands/build21/build21> If you like what you see, please visit our homepage, https://www.widelands.org <https://www.widelands.org>. You may also want to check the forums and our IRC channel, #widelands on Freenode, to arrange multiplayer games with other players. We especially welcome every helping hand: help us find bugs, translate the game, add new scenarios or features! If you want to get even more involved in the further development of Widelands, you can meet us on the forum at https://www.widelands.org/ <https://www.widelands.org/> or subscribe to wid...@li... on http://lists.sourceforge.net/mailman/listinfo/widelands-public <http://lists.sourceforge.net/mailman/listinfo/widelands-public>. Releases are also announced to wid...@li... (https://sourceforge.net/projects/widelands/lists/widelands-announce <https://sourceforge.net/projects/widelands/lists/widelands-announce>). |
From: Fòram na G. <fi...@fo...> - 2019-05-04 18:26:11
|
The Widelands Development Team is proud to announce the immediate availability of Widelands Build 20. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Please visit our homepage (https://wl.widelands.org) to learn more. PeerTube Trailer: https://peerwatch.xyz/videos/watch/916f3d81-c3a7-4f1a-85a7-444607f7641c YouTube Trailer: https://youtu.be/7BIO2qmH8y0 Since the previous release, we have implemented over 400 features, code cleanups and bug fixes. Build 20 features a new tribe – the Frisians – as well as four new campaign scenarios and a new “Barracks” building for recruiting soldiers. Also, the AI has been rewritten to use a genetic algorithm. The user interface comes with new features that make it easier to use, like map zoom, dropdown menus, a new ships list, and improved keyboard navigation. Build 20 also continues the behind the scenes cleanup, polish and modernization that was started with Build 19. There have been additional improvements to the stability and performance, as well as numerous bug-fixes. Here are some highlights of the new features in Build 20: ### Gameplay * New Frisian tribe * New “Village” starting condition * New “Barracks” building for recruiting soldiers * Forester/Ranger now prefers good soil, and is thus more efficient * Scouts now spend more time near to enemy military sites * Improved algorithm for promotion and demotion of roads * Diverse balancing improvements and fixes ### Maps, Tutorials, Campaigns & Scenarios * 2 new missions for the Empire campaign * 2 new missions for the new Frisians tribe * Tweaked timings in tutorials and scenarios * Minor fixes to the “Last Bastion” map where a player's expansion could become completely blocked across the sea * Fixed bug in then“Crossing the Horizon” map where an artifact couldn’t be conquered by a player ### Graphics & User Interface * New Zoom feature * New Ship Statistics window * In building windows, see how many wares and workers are already on their way * Update all ware priorities for a building when the Ctrl key is pressed while clicking * New animation graphics for wheat fields, Barbarian Big Inn and Wood Hardener, Atlantean Smoker and all tribes’ resource indicators * New menu background graphics * New graphics for field selectors and field action tabs * Special field selector for road building mode * Added new information to in-game Encyclopedia and online scripting reference * Improved keyboard navigation for tables * Dropdown menus * Try to show a basic error message box to the user if the graphics driver will not work with Widelands ### Sounds and Music * 6 new music tracks * Added new sound effects and improved the sound mix * Never play the same song twice in a row ### Networking & Multiplayer * Host internet games without opening a port in your router * When the connection to a client in a multiplayer game is broken, the host can decide to exit or to replace the payer with an AI * Added support for IPv6 * Increased password security by no longer storing and transmitting it in plain text * Made debugging desyncs easier ### Scripting * Extended the Lua scripting API with new functions and objects * Added capability to add custom scenario buildings * Allow writing and loading of campaign data, so that some scenario state can be transferred from one scenario to the next in campaigns * Allow resetting of teams via Lua during game ### Saveloading * Improved reliability and performance of game and map saving and loading * Unfortunately, we had to break savegame compatibility in version bzr8747 for an important bug fix in the economy code. So, you will not be able to load your old savegames from Build 19. ### AI * The AI now uses a genetic algorithm * Multiple changes and improvements to the AI logic * New command line switches --ai_training and --auto_speed to help with AI training ### Internationalization * Show translation statistics next to the selected language in the Options screen * Glossary checks for inflected languages and glossary generation with support from the Translate Toolkit (http://toolkit.translatehouse.org/). ### Editor * Animals now have categories * Display of animals, immovables and resources can now be toggled individually * New layout for Player menu allows the selection of random tribe * Improved text layout for the Info tool * Limited the editor undo function to 500 items to prevent boundless growth of memory use ### Operating System Support * Windows: Allow parallel installation of multiple Widelands versions * Windows: Widelands is now installed into local %appdata% * Windows: No longer write log output to installation folder * Mac OS X: Modernized how releases are done * Compiling: Added support for gcc7 and llvm8. * Compiling: Support for Glbinding version 3 and Boost version 1.69 Widelands is currently fully translated > 50% into the following languages: British English, Bulgarian, Catalan, Czech, Danish, Dutch, Finnish, French, German, Hungarian, Italian, Japanese, Korean, Low German, Polish, Portuguese, Russian, Scottish Gaelic, Slovak, Spanish and Swedish. You can help with translations directly in your web browser via Transife (https://www.transifex.com/widelands/). Help for translating is available in the Widelands Wiki (https://wl.widelands.org/wiki/TranslatingWidelands/). Widelands is distributed for Windows (64-bit) and Mac OS X >= 10.7 (Intel, 64-bit) and in source code. We no longer ship binary Linux packages because of the poor compatibility between Linux distributions. Instead, we try to make compiling for Linux users as easy as possible. Also, most distributions will pick up Build 20 into their repositories very quickly. Both binary and source packages are available from our Download page (https://wl.widelands.org/wiki/Download/). If you like what you see, please visit our homepage at https://wl.widelands.org/. You may also want to check the forums and our IRC channel, #widelands on Freenode, to arrange multiplayer games with other players. We especially welcome every helping hand: help us find bugs, translate the game, add new scenarios or features! If you want to get even more involved in the further development of Widelands, you can meet us on the forum (https://wl.widelands.org/forum/) or subscribe to wid...@li... (http://lists.sourceforge.net/mailman/listinfo/widelands-public). Releases are also announced to wid...@li... (https://sourceforge.net/projects/widelands/lists/widelands-announce). |
From: Fòram na G. <fi...@fo...> - 2017-10-27 09:18:36
|
LOL I just filtered my e-mail and ended up with an old post. Nevermind. Sgrìobh Fòram na Gàidhlig na leanas 27/10/2017 aig 10:15: > I think we should add something to the script that reads the out of sync > error, and also checks bzr status. Maybe it's time to rewrite the script > in Python? > > I could put that on my todo-list for then I am back in full action and > the translation stats branch is in. > > Do you have a link to the broken build log? > > > Sgrìobh Fòram na Gàidhlig na leanas 17/10/2016 aig 10:46: >> We could also run bzr status in the script and double-check that the >> result is empty. >> >> With concurrent commits, bzr pull produces an "out of sync" error that >> we could check. >> >> >> Sgrìobh Holger Rapp na leanas 15/10/2016 aig 08:38: >>> Hi, >>> >>> bzr r8135 should have contained only translation updates, but some unintentional changes slipped into this commit as well. This broke the build. I reverted the commit in r8136. >>> >>> The question is how to avoid this going forward. So far we always considered translations mechanical changes that do not require a review - and it would be very tedious to review translation updates. But it would be nice to get a travis run in such a case. I see 2 possible solutions) >>> >>> 1) do a branch and let travis run over it and merge translations through bunnybot. That is tedious since it require creating a branch, waiting for travis to conclude and then manually merging through bunnybot. >>> >>> 2) fully automate translation updates, for example by running them on a cron script on the server. This helps against human errors, but of course requires maintenance. I am also unsure how much manual labor is currently involved in updating the translations. >>> >>> What do you all think? >>> >>> Cheers, >>> Holger >>> >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Check out the vibrant tech community on one of the world's most >>> engaging tech sites, SlashDot.org! http://sdm.link/slashdot >>> _______________________________________________ >>> Widelands-public mailing list >>> Wid...@li... >>> https://lists.sourceforge.net/lists/listinfo/widelands-public >>> >> > -- -----BEGIN PGP PUBLIC KEY BLOCK----- Version: GnuPG v2.0.22 (MingW32) mQINBFNbSyEBEADh+uhohycnZgPPnyMs5pZQG6pKyLzFZoIKbVjY31ZoPZ2SdltB elrwn6kFZkQiDx4K6nkZFHsPh8RMvWoFWg1rGiWkdsZessLFawraC8YEZDwtlaU5 SFXbE4+QnMfbPhe9tmC8Nbhec3dfV9zcXAhxc+zkIUsKFhSkpJ2Syvo9FCA/5adW UZgWWKFwlSg4+/lrhJ6QJnldPlXfWcuEasKF7fjdafDIdS5hdKu8Lv+CiPQWvgsi J2BDlZLzEZf3PD+NMujUbJa0nilD2ltu3/qRvR2f86YV6wRwt4E2OD8JJQOau4X2 Pg7vqkIbnB9rMiQ6T17rQ4rc80eesGCxQ6XOba9oa1eRRZDwY7HJtYwvPdw9HZaN Lq2RRbGDGO0q7fxrzbp1WuNN+UXOA/pmVzWWczPfPHVcNIehGf3wQI+Vgh/qa+IZ jLJ25I1Tv85cDzvv5gdtI8PR4JTfK6Db+gUJmsuIg2fmsljxA7OmeTgSPR7nEVq5 VlHYfx1T0uKlthWw/eDwlS44vTgm6HZzIdYqdPMPa/PU1U+WVuDejyDJTn/1TY78 oJMT/IixFR+N+smohhKASprewcsO2ClWGptSG0sRTiCrVHFD3Mt6SCVaxsQLHvek KuNAUXhR2KSvYuqGT0Nv3bplN6svCp4CuAGZ3lyOIt/Sb7OFUwzcx2sOdwARAQAB tC5Gw7JyYW0gbmEgR8OgaWRobGlnIDxmaW9zQGZvcmFtbmFnYWlkaGxpZy5uZXQ+ iQI5BBMBAgAjBQJTW0shAhsPBwsJCAcDAgEGFQgCCQoLBBYCAwECHgECF4AACgkQ UHP09XBr75NHNBAAxv2C/G13Z1kCFOSOnbPpzqcIDcMuP7RK1Mv5XfOZLfqSw4le gdDmZggX2/EBH6xFTXFPLSE6rVUKTkHLA7IY8D43GBtDWjcIyyuLnIjtR+LhRKCP 3/Sm8MyZMQvUH1CBpUXFNnP/HCR6xjm1Mog5kXxFeCR9PMjeEiobKXIVuMfuNlBD WzoR2Nh+oroXLjZw3VMFewiCyhu4Pe7F3sLpVldiI3PBOyPQOBZ3HEIM490D/Lrh rl3Wwmoug8j8rqkh/Fr+kKaToRJik4PkcxsfepzhMdNfCpr7I3jE5XQHzib5Ubv8 wsSaVNBG92NTnGKoAntWXBUaiDN84St9l+Zm/BgedRk+7wdESHBuOuFXoRc0yEjF 4tLOhyO9u5bYGQWHyJiwhbw51R8G+Kh3OPq/tr4KmsuueEI2v5cLkoDzwCpYyMnu BfU8d0mt5eULbQCWcy7LYeQs6E+CEB+tPL3Qz2zaAAvwt7N2PLMjHf5Fcqj5LqrV mzQfcB9zQFq9Rtld/IIIDkE1y/q/SNFYsFNW/u/bxWsu+lMOYtBco++O5DJhAq6t 7rJXUBirju50hhogHfBL2v6RG1b8/uiWm0m8713ZhiSvpr4Dd+V+DU9nPli5nTmU En6gP7TTYJKETMf7O9i873Z8yG6zd0/fBzFyruS2KRTPV2GiVT6CI37gUtw= =fcOW -----END PGP PUBLIC KEY BLOCK----- |
From: Fòram na G. <fi...@fo...> - 2017-10-27 09:15:47
|
I think we should add something to the script that reads the out of sync error, and also checks bzr status. Maybe it's time to rewrite the script in Python? I could put that on my todo-list for then I am back in full action and the translation stats branch is in. Do you have a link to the broken build log? Sgrìobh Fòram na Gàidhlig na leanas 17/10/2016 aig 10:46: > We could also run bzr status in the script and double-check that the > result is empty. > > With concurrent commits, bzr pull produces an "out of sync" error that > we could check. > > > Sgrìobh Holger Rapp na leanas 15/10/2016 aig 08:38: >> Hi, >> >> bzr r8135 should have contained only translation updates, but some unintentional changes slipped into this commit as well. This broke the build. I reverted the commit in r8136. >> >> The question is how to avoid this going forward. So far we always considered translations mechanical changes that do not require a review - and it would be very tedious to review translation updates. But it would be nice to get a travis run in such a case. I see 2 possible solutions) >> >> 1) do a branch and let travis run over it and merge translations through bunnybot. That is tedious since it require creating a branch, waiting for travis to conclude and then manually merging through bunnybot. >> >> 2) fully automate translation updates, for example by running them on a cron script on the server. This helps against human errors, but of course requires maintenance. I am also unsure how much manual labor is currently involved in updating the translations. >> >> What do you all think? >> >> Cheers, >> Holger >> >> >> >> >> ------------------------------------------------------------------------------ >> Check out the vibrant tech community on one of the world's most >> engaging tech sites, SlashDot.org! http://sdm.link/slashdot >> _______________________________________________ >> Widelands-public mailing list >> Wid...@li... >> https://lists.sourceforge.net/lists/listinfo/widelands-public >> > -- -----BEGIN PGP PUBLIC KEY BLOCK----- Version: GnuPG v2.0.22 (MingW32) mQINBFNbSyEBEADh+uhohycnZgPPnyMs5pZQG6pKyLzFZoIKbVjY31ZoPZ2SdltB elrwn6kFZkQiDx4K6nkZFHsPh8RMvWoFWg1rGiWkdsZessLFawraC8YEZDwtlaU5 SFXbE4+QnMfbPhe9tmC8Nbhec3dfV9zcXAhxc+zkIUsKFhSkpJ2Syvo9FCA/5adW UZgWWKFwlSg4+/lrhJ6QJnldPlXfWcuEasKF7fjdafDIdS5hdKu8Lv+CiPQWvgsi J2BDlZLzEZf3PD+NMujUbJa0nilD2ltu3/qRvR2f86YV6wRwt4E2OD8JJQOau4X2 Pg7vqkIbnB9rMiQ6T17rQ4rc80eesGCxQ6XOba9oa1eRRZDwY7HJtYwvPdw9HZaN Lq2RRbGDGO0q7fxrzbp1WuNN+UXOA/pmVzWWczPfPHVcNIehGf3wQI+Vgh/qa+IZ jLJ25I1Tv85cDzvv5gdtI8PR4JTfK6Db+gUJmsuIg2fmsljxA7OmeTgSPR7nEVq5 VlHYfx1T0uKlthWw/eDwlS44vTgm6HZzIdYqdPMPa/PU1U+WVuDejyDJTn/1TY78 oJMT/IixFR+N+smohhKASprewcsO2ClWGptSG0sRTiCrVHFD3Mt6SCVaxsQLHvek KuNAUXhR2KSvYuqGT0Nv3bplN6svCp4CuAGZ3lyOIt/Sb7OFUwzcx2sOdwARAQAB tC5Gw7JyYW0gbmEgR8OgaWRobGlnIDxmaW9zQGZvcmFtbmFnYWlkaGxpZy5uZXQ+ iQI5BBMBAgAjBQJTW0shAhsPBwsJCAcDAgEGFQgCCQoLBBYCAwECHgECF4AACgkQ UHP09XBr75NHNBAAxv2C/G13Z1kCFOSOnbPpzqcIDcMuP7RK1Mv5XfOZLfqSw4le gdDmZggX2/EBH6xFTXFPLSE6rVUKTkHLA7IY8D43GBtDWjcIyyuLnIjtR+LhRKCP 3/Sm8MyZMQvUH1CBpUXFNnP/HCR6xjm1Mog5kXxFeCR9PMjeEiobKXIVuMfuNlBD WzoR2Nh+oroXLjZw3VMFewiCyhu4Pe7F3sLpVldiI3PBOyPQOBZ3HEIM490D/Lrh rl3Wwmoug8j8rqkh/Fr+kKaToRJik4PkcxsfepzhMdNfCpr7I3jE5XQHzib5Ubv8 wsSaVNBG92NTnGKoAntWXBUaiDN84St9l+Zm/BgedRk+7wdESHBuOuFXoRc0yEjF 4tLOhyO9u5bYGQWHyJiwhbw51R8G+Kh3OPq/tr4KmsuueEI2v5cLkoDzwCpYyMnu BfU8d0mt5eULbQCWcy7LYeQs6E+CEB+tPL3Qz2zaAAvwt7N2PLMjHf5Fcqj5LqrV mzQfcB9zQFq9Rtld/IIIDkE1y/q/SNFYsFNW/u/bxWsu+lMOYtBco++O5DJhAq6t 7rJXUBirju50hhogHfBL2v6RG1b8/uiWm0m8713ZhiSvpr4Dd+V+DU9nPli5nTmU En6gP7TTYJKETMf7O9i873Z8yG6zd0/fBzFyruS2KRTPV2GiVT6CI37gUtw= =fcOW -----END PGP PUBLIC KEY BLOCK----- |
From: Holger R. <Si...@gm...> - 2016-11-25 09:15:23
|
+ widelands-public > On 24.11.2016, at 22:10, Hans Joachim Desserud <wid...@de...> wrote: > > > Hi Martin > and thanks for packaging Widelands in Debian. :) > > Happy to see that it has built successfully on most architectures > without any additional patches this time round [1]. I've tested the > packages a bit and the only issue I've found is that the desktop file > points to a non-existing icon. Instead it is shown with a blank or no > icon in menus and other places. Would be nice if you could fix this. > > >> Some comments on the other remarks on the pull request. That's just my >> opinion, feel perfectly free to disregard them. > > Great :) > >> - I don't see why you would prefer to use the embeeded fonts. The >> packages contain the exact same files... I understand why you >> package it bundled for windows and mac, but I really don't see the >> point on linux (that's harmless if you really want) > > Found an old discussion in the bug tracker [2]. At least for now, > I've continued to use the embedded fonts since that's what we did > before merging the latest packaging as well. :/ I didn't re-read all > of the bug report, but we might take a look and see whether we still > reach the same conclusion. > >> Btw, if you could transition to packaged fonts for the remaining >> ones, that'd be perfect, please. >> - 14.04 is a rather old. Are you sure you still need to maintain this >> version? Our server runs 14.04 and we rely on our PPA to supply it with current binaries. I am not sure how much that has an influence on our debian release. > > This is probably my idea, as a part of the overall goal to have > Widelands available on as many systems as possible. It is probably > easier for most people if they wish to test the latest development > version to install a binary package than build on their own. So as > long as it builds fine out of the box, we might as well provide a > pre-built alternative. Also, we are able to test and verify it builds > with different versions of compilers and libraries. Since some > distros may have older versions and others bleeding edge, it is nice > to know that both options are supported and it still works on what we > say are the minimum required versions. > (Note that we dropped support for 12.04 when it became cumbersome due > to old GCC plus no SDL2 packages in the default archive) > >> - get-orig-source is to download the latest version of the tgz when >> you guys release a new version. That's for me, useless to you. > > Ok, I've commented it out now. > >> I hope this make does not sound to harsh, I'm just in a rush. No >> offense intended. > > No problem, I'm happy for the feedback at least. > > Another thing you mentioned was placing the desktop file and manpage > outside the debian directory. This could be done, and would probably > annoy packagers on other distros a lot less than currently :P. I'd > like a few pointers on how to best do this though, simply copy in the > files in the override_dh_auto_install section of rules and leave the > install files as is, or something different? I think my main problem > is that I don't have a clear view of what is present when the > .install files are used or how to easily add new ones. > > > In related news, the build19 packages has been synced automatically > to the current development version of Ubuntu (Zesty) [3]. Though it > hasn't made its way from -proposed, which is their staging ground, to > the offical archive. From what I understand, this seems to be due to > glew transitioning to 2.0 [4], and they want to make sure everything > still works. I believe once that is completed, Widelands will enter > the official archives as well. If it drags out, I'll investigate more. > > > [1] https://buildd.debian.org/status/package.php?p=widelands > [2] https://bugs.launchpad.net/widelands/+bug/973714 > [3] https://launchpad.net/ubuntu/+source/widelands > [4] https://launchpad.net/ubuntu/+source/glew > > --- > mvh / best regards > Hans Joachim Desserud > http://desserud.org |
From: Fòram na G. <fi...@fo...> - 2016-11-15 10:24:55
|
Sgrìobh Holger Rapp na leanas 14/11/2016 aig 20:54: > Heyho, Thanks for the overview :) > From my point of view, the only (but major) problem with this release > was the long cycle time. 2.5years between releases makes the project > look stale and makes it hard to keep a consistent player base. I think > ideal would be a release cycle of 6-9 months, maybe we should target > this more aggressively. > <snip> > > *State project driver vision plan* > For me, the missing features for version 1.0 (and engine feature > completeness) is trading: per land using a trading outpost and per ship. > I would love for this to be in b20, so that b20 could be 1.0. > I also think a hosting-proxy - i.e. that the metaserver ‘hosts’ the game > and all players just connet to it without messing with their router > settings - becomes more and more important, because people have less and > less ipv4 and therefore can no longer host themselves. And players just > expect this to work these days. > And the last thing: since desktops/laptops are a fraction of the > computing market these days, targeting Android and iOs will make us > future proof as a game. I think it makes sense to split the editor out > of the game for that. This is technically feasible now post b19, since > we ported to SDL2 which works on both platforms. Another thing that we really need to do for 1.0 is to finish the new font renderer. The old renderer has weird encoding issues under Windows that I was unable to fix, so this is absolutely necessary for a gold version. Since this is less than trivial, aiming Build 20 as 1.0 and having a sorter release cycle might not be possible at the same time. I'm in favour of calling something a new build whenever we get a significant new feature in and there hasn't been a new build released for a few months. |
From: Holger R. <Hol...@gm...> - 2016-11-14 20:54:56
|
Heyho, The release of build 19 is out of the door and it is a raving success in numbers: b19 + b19rc have been downloaded > 3000 times already, this is ~4x the usual daily download rate we have. To finish up the ReleasingWidelands <https://wl.widelands.org/wiki/ReleasingWidelands/> wikipage step-by-step guides, this is the discussion & cap over mill. Post Release: Discuss problems with this release: I am quite happy with this release: we modernized the code base quite a bit, cleaned up, refactored and also added a good set of nice new features. So far nobody complained about loosing save game compatibility too - which I find surprising in a good way. So far the new version was not well received in the forums, I hope the longer tail feedback will be more positive. From my point of view, the only (but major) problem with this release was the long cycle time. 2.5years between releases makes the project look stale and makes it hard to keep a consistent player base. I think ideal would be a release cycle of 6-9 months, maybe we should target this more aggressively. Build 19 is done: Please go to the internets and update the world about the release. For example wikipedia, freshmeat, linuxgametome but I am sure there are more. Cap-over-mill: State organizational changes: Tomorrow, we will announce on the Website that I will step down as Chieftain - after exactly 15 years of having this position. GunChleoc is taking over for me. This is in-fact not a real change, but rather an adaption to the reality of development. Therefore this is also my last post release email :). State project driver vision plan For me, the missing features for version 1.0 (and engine feature completeness) is trading: per land using a trading outpost and per ship. I would love for this to be in b20, so that b20 could be 1.0. I also think a hosting-proxy - i.e. that the metaserver ‘hosts’ the game and all players just connet to it without messing with their router settings - becomes more and more important, because people have less and less ipv4 and therefore can no longer host themselves. And players just expect this to work these days. And the last thing: since desktops/laptops are a fraction of the computing market these days, targeting Android and iOs will make us future proof as a game. I think it makes sense to split the editor out of the game for that. This is technically feasible now post b19, since we ported to SDL2 which works on both platforms. Plans as developer I updated the Cap over Mill <https://docs.google.com/document/d/1LlpNsWLYO-x7NtXDdkL2MR4D4GreLb03ccMqp4Zph2M/edit#heading=h.2eb4i9evhby8> Google docs with comments about what plans where successfully done and about my plans for b20. Everybody is welcome to add their own plans as comments there and I will include them. Other devs already added stuff to https://wl.widelands.org/wiki/RoadMap/ <https://wl.widelands.org/wiki/RoadMap/>, you can do so too if you prefer. All in all, b19 is awesome! Thanks everybody for their work. Cheers, SirVer |
From: Klaus H. <kla...@ar...> - 2016-11-12 10:27:26
|
Many thanks for you great work, keeping this project together. I am currently suffering form the "Frankfurt S-Bahn“ Flew and may not be able to do much the whole weekend. Congratulations once again. -- | __ kla...@ar... +--------+ | |\ | | \ | +----+ | v | \ | |__/ Klaus Halfmann | |... | | .^. | \| | Bommersheimer Weg 60 | |.. | | < > | 61348 Bad Homburg | +----+ | 'v' | |_____==_|+==-------------==+ GERMANY | | | --__ __-- | +------+ +-------==--------+ 06172/492497 |
From: Fòram na G. <fi...@fo...> - 2016-11-12 07:57:29
|
The Widelands Development Team is proud to announce the immediate availability of Widelands Build 19. Widelands is a free, cross-platform strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Please visit our homepage at widelands.org to learn more. Build 19 focuses on behind the scene cleanup, polish and modernization - for example we ported Widelands to the modern c++11 standard and removed old code that was a maintenance burden. These changes will facilitate feature development going forward, but they come at a price: Savegames from Build 18 and older do not load in this version of Widelands and we now require graphics hardware acceleration (OpenGL 2.1). We also recommend that you uninstall Build 18 before installing Build 19, because our file structure has changed a lot due to big changes to the engine. Build 19 also comes with a bag of goodies. Some of the highlights are: * Seafaring AI and other AI improvements * Message filtering * New in-game and in-editor help system * Efficient graphics loading and rendering. * New starting condition “Trading Outpost” * New win condition “Artifacts” * 4 Tutorials * Improved Barbarians and Empire campaigns * 3 new maps * No separate worlds anymore. All terrains can now be used on all maps. Old maps stay compatible. * No separate tribes anymore: Though in game the tribes still seem separate, they are in fact now the same tribe with different buildings and workers enabled. This allows for interesting concepts down the line like a mixed economy or trading. * New animations, overlay images and icons * New forested mountains terrains * Many menu redesigns * Improved support for non-Latin scripts and right-to-left languages * Various small balance changes (for example more experience in mines, stronger barbarian soldiers) * Behind the scenes: move to SDL 2, Build system refactoring, move to c++ 11, continuous integration, move to Transifex and merge bot. Also tons of cleanups to the code base. As usual, there have been many more improvements to the usability and performance, as well as numerous game-play improvements and bug-fixes. Widelands is currently fully translated into the following languages: Bulgarian, Catalan, Danish, Finnish, French, German, Scottish Gaelic, Polish, Slovak, and Spanish. It is > 90% translated into Czech, Hungarian and Italian and > 70% into Dutch, Portuguese, and Russian. You can help with translations directly in your web browser: https://www.transifex.com/widelands/. Help for translating is available on https://wl.widelands.org/wiki/TranslatingWidelands/. Widelands is distributed for Windows (64-bit) and Mac OS X >= 10.7 (Intel, 64-bit) and in source code. We no longer ship binary Linux packages because of the poor compatibility between Linux distributions. Instead, we try to make compiling for Linux users as easy as possible. Also, most distributions will pick up Build 19 into their repositories very quickly. Both binary and source packages are available from http://launchpad.net/widelands/build19/build-19 If you like what you see, please visit our homepage, widelands.org. You may also want to check the forums and our IRC channel, #widelands on Freenode, to arrange multiplayer games with other players. We especially welcome every helping hand: help us find bugs, translate the game, add new scenarios or features! If you want to get even more involved in the further development of Widelands, you can subscribe to wid...@li... on http://lists.sourceforge.net/mailman/listinfo/widelands-public to keep up with development on a daily basis or meet us on the forum. For a full changelog, visit: https://launchpad.net/widelands/build19/build19 |
From: Fòram na G. <fi...@fo...> - 2016-10-17 09:47:17
|
We could also run bzr status in the script and double-check that the result is empty. With concurrent commits, bzr pull produces an "out of sync" error that we could check. Sgrìobh Holger Rapp na leanas 15/10/2016 aig 08:38: > Hi, > > bzr r8135 should have contained only translation updates, but some unintentional changes slipped into this commit as well. This broke the build. I reverted the commit in r8136. > > The question is how to avoid this going forward. So far we always considered translations mechanical changes that do not require a review - and it would be very tedious to review translation updates. But it would be nice to get a travis run in such a case. I see 2 possible solutions) > > 1) do a branch and let travis run over it and merge translations through bunnybot. That is tedious since it require creating a branch, waiting for travis to conclude and then manually merging through bunnybot. > > 2) fully automate translation updates, for example by running them on a cron script on the server. This helps against human errors, but of course requires maintenance. I am also unsure how much manual labor is currently involved in updating the translations. > > What do you all think? > > Cheers, > Holger > > > > > ------------------------------------------------------------------------------ > Check out the vibrant tech community on one of the world's most > engaging tech sites, SlashDot.org! http://sdm.link/slashdot > _______________________________________________ > Widelands-public mailing list > Wid...@li... > https://lists.sourceforge.net/lists/listinfo/widelands-public > -- -----BEGIN PGP PUBLIC KEY BLOCK----- Version: GnuPG v2.0.22 (MingW32) mQINBFNbSyEBEADh+uhohycnZgPPnyMs5pZQG6pKyLzFZoIKbVjY31ZoPZ2SdltB elrwn6kFZkQiDx4K6nkZFHsPh8RMvWoFWg1rGiWkdsZessLFawraC8YEZDwtlaU5 SFXbE4+QnMfbPhe9tmC8Nbhec3dfV9zcXAhxc+zkIUsKFhSkpJ2Syvo9FCA/5adW UZgWWKFwlSg4+/lrhJ6QJnldPlXfWcuEasKF7fjdafDIdS5hdKu8Lv+CiPQWvgsi J2BDlZLzEZf3PD+NMujUbJa0nilD2ltu3/qRvR2f86YV6wRwt4E2OD8JJQOau4X2 Pg7vqkIbnB9rMiQ6T17rQ4rc80eesGCxQ6XOba9oa1eRRZDwY7HJtYwvPdw9HZaN Lq2RRbGDGO0q7fxrzbp1WuNN+UXOA/pmVzWWczPfPHVcNIehGf3wQI+Vgh/qa+IZ jLJ25I1Tv85cDzvv5gdtI8PR4JTfK6Db+gUJmsuIg2fmsljxA7OmeTgSPR7nEVq5 VlHYfx1T0uKlthWw/eDwlS44vTgm6HZzIdYqdPMPa/PU1U+WVuDejyDJTn/1TY78 oJMT/IixFR+N+smohhKASprewcsO2ClWGptSG0sRTiCrVHFD3Mt6SCVaxsQLHvek KuNAUXhR2KSvYuqGT0Nv3bplN6svCp4CuAGZ3lyOIt/Sb7OFUwzcx2sOdwARAQAB tC5Gw7JyYW0gbmEgR8OgaWRobGlnIDxmaW9zQGZvcmFtbmFnYWlkaGxpZy5uZXQ+ iQI5BBMBAgAjBQJTW0shAhsPBwsJCAcDAgEGFQgCCQoLBBYCAwECHgECF4AACgkQ UHP09XBr75NHNBAAxv2C/G13Z1kCFOSOnbPpzqcIDcMuP7RK1Mv5XfOZLfqSw4le gdDmZggX2/EBH6xFTXFPLSE6rVUKTkHLA7IY8D43GBtDWjcIyyuLnIjtR+LhRKCP 3/Sm8MyZMQvUH1CBpUXFNnP/HCR6xjm1Mog5kXxFeCR9PMjeEiobKXIVuMfuNlBD WzoR2Nh+oroXLjZw3VMFewiCyhu4Pe7F3sLpVldiI3PBOyPQOBZ3HEIM490D/Lrh rl3Wwmoug8j8rqkh/Fr+kKaToRJik4PkcxsfepzhMdNfCpr7I3jE5XQHzib5Ubv8 wsSaVNBG92NTnGKoAntWXBUaiDN84St9l+Zm/BgedRk+7wdESHBuOuFXoRc0yEjF 4tLOhyO9u5bYGQWHyJiwhbw51R8G+Kh3OPq/tr4KmsuueEI2v5cLkoDzwCpYyMnu BfU8d0mt5eULbQCWcy7LYeQs6E+CEB+tPL3Qz2zaAAvwt7N2PLMjHf5Fcqj5LqrV mzQfcB9zQFq9Rtld/IIIDkE1y/q/SNFYsFNW/u/bxWsu+lMOYtBco++O5DJhAq6t 7rJXUBirju50hhogHfBL2v6RG1b8/uiWm0m8713ZhiSvpr4Dd+V+DU9nPli5nTmU En6gP7TTYJKETMf7O9i873Z8yG6zd0/fBzFyruS2KRTPV2GiVT6CI37gUtw= =fcOW -----END PGP PUBLIC KEY BLOCK----- |
From: Holger R. <Hol...@gm...> - 2016-10-15 07:38:51
|
Hi, bzr r8135 should have contained only translation updates, but some unintentional changes slipped into this commit as well. This broke the build. I reverted the commit in r8136. The question is how to avoid this going forward. So far we always considered translations mechanical changes that do not require a review - and it would be very tedious to review translation updates. But it would be nice to get a travis run in such a case. I see 2 possible solutions) 1) do a branch and let travis run over it and merge translations through bunnybot. That is tedious since it require creating a branch, waiting for travis to conclude and then manually merging through bunnybot. 2) fully automate translation updates, for example by running them on a cron script on the server. This helps against human errors, but of course requires maintenance. I am also unsure how much manual labor is currently involved in updating the translations. What do you all think? Cheers, Holger |
From: Fòram na G. <fi...@fo...> - 2016-10-07 08:31:52
|
The bottleneck here are the player images - you will have to add some in data/images/players. Apart from savegames, everything should run without problem then. If not, it's a bug. Sgrìobh Holger Rapp na leanas 07/10/2016 aig 08:49: > + widelands-public which we want to use more again > > I would grep for where that constant is used and just try to increase > it. It might break savegame compatibility, but for quick testing I guess > it should maybe probably sorta work…. > > >> On 06.10.2016, at 17:10, Tibor Bamhor <tib...@gm... >> <mailto:tib...@gm...>> wrote: >> >> Hi, >> >> I also assume that a lot of stuff may break. And I am not willing to >> invest a lot of time into this neither. >> >> Thanks anyway >> >> Tibor >> >> 2016-10-06 15:06 GMT+02:00 Klaus Halfmann <kla...@ar... >> <mailto:kla...@ar...>>: >> >> Hello Tibor, >> >> you asked: >> >> > I wonder how difficult is to increase the number of players, I >> found "constant (macro?) "MAX_PLAYERS, is it enough to change it? >> >> >> I think changing MAX_PLAYERS will break a _lot_ of things. >> >> As this is used for BitFlags some assumptions about >> In-Memory-Structures will fail. >> >> You may try but I would assume: >> >> * compiling will fail >> * if not you save games will be incompatible >> >> — >> Klaus Halfmann (aka Hasi50) >> >> >> _______________________________________________ >> Mailing list: https://launchpad.net/~widelands-dev >> Post to : wid...@li... >> <mailto:wid...@li...> >> Unsubscribe : https://launchpad.net/~widelands-dev >> More help : https://help.launchpad.net/ListHelp > > > > ------------------------------------------------------------------------------ > Check out the vibrant tech community on one of the world's most > engaging tech sites, SlashDot.org! http://sdm.link/slashdot > > > > _______________________________________________ > Widelands-public mailing list > Wid...@li... > https://lists.sourceforge.net/lists/listinfo/widelands-public > -- -----BEGIN PGP PUBLIC KEY BLOCK----- Version: GnuPG v2.0.22 (MingW32) mQINBFNbSyEBEADh+uhohycnZgPPnyMs5pZQG6pKyLzFZoIKbVjY31ZoPZ2SdltB elrwn6kFZkQiDx4K6nkZFHsPh8RMvWoFWg1rGiWkdsZessLFawraC8YEZDwtlaU5 SFXbE4+QnMfbPhe9tmC8Nbhec3dfV9zcXAhxc+zkIUsKFhSkpJ2Syvo9FCA/5adW UZgWWKFwlSg4+/lrhJ6QJnldPlXfWcuEasKF7fjdafDIdS5hdKu8Lv+CiPQWvgsi J2BDlZLzEZf3PD+NMujUbJa0nilD2ltu3/qRvR2f86YV6wRwt4E2OD8JJQOau4X2 Pg7vqkIbnB9rMiQ6T17rQ4rc80eesGCxQ6XOba9oa1eRRZDwY7HJtYwvPdw9HZaN Lq2RRbGDGO0q7fxrzbp1WuNN+UXOA/pmVzWWczPfPHVcNIehGf3wQI+Vgh/qa+IZ jLJ25I1Tv85cDzvv5gdtI8PR4JTfK6Db+gUJmsuIg2fmsljxA7OmeTgSPR7nEVq5 VlHYfx1T0uKlthWw/eDwlS44vTgm6HZzIdYqdPMPa/PU1U+WVuDejyDJTn/1TY78 oJMT/IixFR+N+smohhKASprewcsO2ClWGptSG0sRTiCrVHFD3Mt6SCVaxsQLHvek KuNAUXhR2KSvYuqGT0Nv3bplN6svCp4CuAGZ3lyOIt/Sb7OFUwzcx2sOdwARAQAB tC5Gw7JyYW0gbmEgR8OgaWRobGlnIDxmaW9zQGZvcmFtbmFnYWlkaGxpZy5uZXQ+ iQI5BBMBAgAjBQJTW0shAhsPBwsJCAcDAgEGFQgCCQoLBBYCAwECHgECF4AACgkQ UHP09XBr75NHNBAAxv2C/G13Z1kCFOSOnbPpzqcIDcMuP7RK1Mv5XfOZLfqSw4le gdDmZggX2/EBH6xFTXFPLSE6rVUKTkHLA7IY8D43GBtDWjcIyyuLnIjtR+LhRKCP 3/Sm8MyZMQvUH1CBpUXFNnP/HCR6xjm1Mog5kXxFeCR9PMjeEiobKXIVuMfuNlBD WzoR2Nh+oroXLjZw3VMFewiCyhu4Pe7F3sLpVldiI3PBOyPQOBZ3HEIM490D/Lrh rl3Wwmoug8j8rqkh/Fr+kKaToRJik4PkcxsfepzhMdNfCpr7I3jE5XQHzib5Ubv8 wsSaVNBG92NTnGKoAntWXBUaiDN84St9l+Zm/BgedRk+7wdESHBuOuFXoRc0yEjF 4tLOhyO9u5bYGQWHyJiwhbw51R8G+Kh3OPq/tr4KmsuueEI2v5cLkoDzwCpYyMnu BfU8d0mt5eULbQCWcy7LYeQs6E+CEB+tPL3Qz2zaAAvwt7N2PLMjHf5Fcqj5LqrV mzQfcB9zQFq9Rtld/IIIDkE1y/q/SNFYsFNW/u/bxWsu+lMOYtBco++O5DJhAq6t 7rJXUBirju50hhogHfBL2v6RG1b8/uiWm0m8713ZhiSvpr4Dd+V+DU9nPli5nTmU En6gP7TTYJKETMf7O9i873Z8yG6zd0/fBzFyruS2KRTPV2GiVT6CI37gUtw= =fcOW -----END PGP PUBLIC KEY BLOCK----- |
From: Holger R. <Hol...@gm...> - 2016-10-07 07:50:13
|
+ widelands-public which we want to use more again I would grep for where that constant is used and just try to increase it. It might break savegame compatibility, but for quick testing I guess it should maybe probably sorta work…. > On 06.10.2016, at 17:10, Tibor Bamhor <tib...@gm...> wrote: > > Hi, > > I also assume that a lot of stuff may break. And I am not willing to invest a lot of time into this neither. > > Thanks anyway > > Tibor > > 2016-10-06 15:06 GMT+02:00 Klaus Halfmann <kla...@ar... <mailto:kla...@ar...>>: > Hello Tibor, > > you asked: > > > I wonder how difficult is to increase the number of players, I found "constant (macro?) "MAX_PLAYERS, is it enough to change it? > > > I think changing MAX_PLAYERS will break a _lot_ of things. > > As this is used for BitFlags some assumptions about > In-Memory-Structures will fail. > > You may try but I would assume: > > * compiling will fail > * if not you save games will be incompatible > > — > Klaus Halfmann (aka Hasi50) > > > _______________________________________________ > Mailing list: https://launchpad.net/~widelands-dev > Post to : wid...@li... > Unsubscribe : https://launchpad.net/~widelands-dev > More help : https://help.launchpad.net/ListHelp |
From: Fòram na G. <fi...@fo...> - 2016-10-04 10:18:01
|
I'd prefer the 17th then, to give translators the weekend - some are really busy right now :) Sgrìobh Holger Rapp na leanas 04/10/2016 aig 07:10: > + widelands-public > > There were more bug fixes now, so maybe 15th of October? > > >> On 02.10.2016, at 17:11, Fòram na Gàidhlig <fi...@fo...> wrote: >> >> Hi all, >> >> Our last bug was fixed on 2016-09-28, so unless new bugs come up I am in >> favour of announcing the Winter-Time freeze on Tuesday, 11th of October. >> >> If nobody objects, I will post an announement on Transifex in 2 days to >> give our translators a heads-up for their deadline. >> >> Cheers >> >> GC >> >> _______________________________________________ >> Mailing list: https://launchpad.net/~widelands-dev >> Post to : wid...@li... >> Unsubscribe : https://launchpad.net/~widelands-dev >> More help : https://help.launchpad.net/ListHelp > > -- -----BEGIN PGP PUBLIC KEY BLOCK----- Version: GnuPG v2.0.22 (MingW32) mQINBFNbSyEBEADh+uhohycnZgPPnyMs5pZQG6pKyLzFZoIKbVjY31ZoPZ2SdltB elrwn6kFZkQiDx4K6nkZFHsPh8RMvWoFWg1rGiWkdsZessLFawraC8YEZDwtlaU5 SFXbE4+QnMfbPhe9tmC8Nbhec3dfV9zcXAhxc+zkIUsKFhSkpJ2Syvo9FCA/5adW UZgWWKFwlSg4+/lrhJ6QJnldPlXfWcuEasKF7fjdafDIdS5hdKu8Lv+CiPQWvgsi J2BDlZLzEZf3PD+NMujUbJa0nilD2ltu3/qRvR2f86YV6wRwt4E2OD8JJQOau4X2 Pg7vqkIbnB9rMiQ6T17rQ4rc80eesGCxQ6XOba9oa1eRRZDwY7HJtYwvPdw9HZaN Lq2RRbGDGO0q7fxrzbp1WuNN+UXOA/pmVzWWczPfPHVcNIehGf3wQI+Vgh/qa+IZ jLJ25I1Tv85cDzvv5gdtI8PR4JTfK6Db+gUJmsuIg2fmsljxA7OmeTgSPR7nEVq5 VlHYfx1T0uKlthWw/eDwlS44vTgm6HZzIdYqdPMPa/PU1U+WVuDejyDJTn/1TY78 oJMT/IixFR+N+smohhKASprewcsO2ClWGptSG0sRTiCrVHFD3Mt6SCVaxsQLHvek KuNAUXhR2KSvYuqGT0Nv3bplN6svCp4CuAGZ3lyOIt/Sb7OFUwzcx2sOdwARAQAB tC5Gw7JyYW0gbmEgR8OgaWRobGlnIDxmaW9zQGZvcmFtbmFnYWlkaGxpZy5uZXQ+ iQI5BBMBAgAjBQJTW0shAhsPBwsJCAcDAgEGFQgCCQoLBBYCAwECHgECF4AACgkQ UHP09XBr75NHNBAAxv2C/G13Z1kCFOSOnbPpzqcIDcMuP7RK1Mv5XfOZLfqSw4le gdDmZggX2/EBH6xFTXFPLSE6rVUKTkHLA7IY8D43GBtDWjcIyyuLnIjtR+LhRKCP 3/Sm8MyZMQvUH1CBpUXFNnP/HCR6xjm1Mog5kXxFeCR9PMjeEiobKXIVuMfuNlBD WzoR2Nh+oroXLjZw3VMFewiCyhu4Pe7F3sLpVldiI3PBOyPQOBZ3HEIM490D/Lrh rl3Wwmoug8j8rqkh/Fr+kKaToRJik4PkcxsfepzhMdNfCpr7I3jE5XQHzib5Ubv8 wsSaVNBG92NTnGKoAntWXBUaiDN84St9l+Zm/BgedRk+7wdESHBuOuFXoRc0yEjF 4tLOhyO9u5bYGQWHyJiwhbw51R8G+Kh3OPq/tr4KmsuueEI2v5cLkoDzwCpYyMnu BfU8d0mt5eULbQCWcy7LYeQs6E+CEB+tPL3Qz2zaAAvwt7N2PLMjHf5Fcqj5LqrV mzQfcB9zQFq9Rtld/IIIDkE1y/q/SNFYsFNW/u/bxWsu+lMOYtBco++O5DJhAq6t 7rJXUBirju50hhogHfBL2v6RG1b8/uiWm0m8713ZhiSvpr4Dd+V+DU9nPli5nTmU En6gP7TTYJKETMf7O9i873Z8yG6zd0/fBzFyruS2KRTPV2GiVT6CI37gUtw= =fcOW -----END PGP PUBLIC KEY BLOCK----- |
From: Holger R. <Hol...@gm...> - 2016-10-04 06:10:25
|
+ widelands-public There were more bug fixes now, so maybe 15th of October? > On 02.10.2016, at 17:11, Fòram na Gàidhlig <fi...@fo...> wrote: > > Hi all, > > Our last bug was fixed on 2016-09-28, so unless new bugs come up I am in > favour of announcing the Winter-Time freeze on Tuesday, 11th of October. > > If nobody objects, I will post an announement on Transifex in 2 days to > give our translators a heads-up for their deadline. > > Cheers > > GC > > _______________________________________________ > Mailing list: https://launchpad.net/~widelands-dev > Post to : wid...@li... > Unsubscribe : https://launchpad.net/~widelands-dev > More help : https://help.launchpad.net/ListHelp |
From: Holger R. <Hol...@gm...> - 2015-02-28 11:19:26
|
Thanks Jochen! I’ll be traveling the next weeks and will have very little time, but I will incorporate it. My first impression is that I do not want to tie up Widelands with an organization and that relicensing Widelands will be nearly impossible - due to all the contributions done. It also does not seem to help with making development easier to participate in, i.e. the question github or launchpad is not really impacted by the question organization or stand alone. Thanks for taking the time to add the information to the doc! Cheers, Holger > On 26.02.2015, at 10:09, Jochen Wiedmann <joc...@gm...> wrote: > > Hi, Holger, as a short followup: I just added a small section to the > document, including this: > > In either case, I strongly recommend to follow the ongoing discussion > regarding Groovy (a programming language) on > http://groovy.329449.n5.nabble.com/Moving-Groovy-to-a-Foundation-td5722483.html. > Should be an interesting read. > > Jochen > > > On Thu, Feb 26, 2015 at 9:14 AM, Holger Rapp <Hol...@gm...> wrote: >> Thanks for the participation in the discussion around moving away from Launchpad. A lot of useful information was discovered and added to the document that makes the decision much less clear cut. Two biggies that let me think right now that we should stay on Launchpad for a bit longer is that they are working on git integration (makes the bzr deprecation moot) and that GitHub does not allow to attach arbitrary files to bug reports (savegames? log output?). >> >> Posting this message to two mailinglist also made me think that we really should consolidate into one mailing list - and I suggest opening a Google Groups for widelands development and deprecating widelands-public@sourceforge and widelands-dev@launchpad. What do you think? >> >> There are still some TODOs in the document that I need help with and some sections that others need to fill in. Could you all have another quick look over the doc and contribute information and comments as you can? >> >> It is here: >> http://tinyurl.com/WlMoveToGithub >> >> Thanks, >> Holger >> >>> On 16.02.2015, at 20:55, Holger Rapp <Hol...@gm...> wrote: >>> >>> Hey, >>> >>> after we moved the translations away from Launchpad and the dead of bzr seems imminent, the thought of moving away from Launchpad became more obvious. I think it is mostly a good idea, but I’d like to have a proper plan and have considered the alternatives. Therefore I started a design doc, world commentable that needs more fleshing out: >>> >>> http://tinyurl.com/WlMoveToGithub >>> >>> Please contribute your thoughts and ideas in the document. I will accept all “Edit suggestions”. >>> >>> Cheers, >>> Holger >>> >>> >> >> >> ------------------------------------------------------------------------------ >> Dive into the World of Parallel Programming The Go Parallel Website, sponsored >> by Intel and developed in partnership with Slashdot Media, is your hub for all >> things parallel software development, from weekly thought leadership blogs to >> news, videos, case studies, tutorials and more. Take a look and join the >> conversation now. http://goparallel.sourceforge.net/ >> _______________________________________________ >> Widelands-public mailing list >> Wid...@li... >> https://lists.sourceforge.net/lists/listinfo/widelands-public > > > > -- > Any world that can produce the Taj Mahal, William Shakespeare, > and Stripe toothpaste can't be all bad. (C.R. MacNamara, One Two Three) > > ------------------------------------------------------------------------------ > Dive into the World of Parallel Programming The Go Parallel Website, sponsored > by Intel and developed in partnership with Slashdot Media, is your hub for all > things parallel software development, from weekly thought leadership blogs to > news, videos, case studies, tutorials and more. Take a look and join the > conversation now. http://goparallel.sourceforge.net/ > _______________________________________________ > Widelands-public mailing list > Wid...@li... > https://lists.sourceforge.net/lists/listinfo/widelands-public |
From: Jochen W. <joc...@gm...> - 2015-02-26 09:09:54
|
Hi, Holger, as a short followup: I just added a small section to the document, including this: In either case, I strongly recommend to follow the ongoing discussion regarding Groovy (a programming language) on http://groovy.329449.n5.nabble.com/Moving-Groovy-to-a-Foundation-td5722483.html. Should be an interesting read. Jochen On Thu, Feb 26, 2015 at 9:14 AM, Holger Rapp <Hol...@gm...> wrote: > Thanks for the participation in the discussion around moving away from Launchpad. A lot of useful information was discovered and added to the document that makes the decision much less clear cut. Two biggies that let me think right now that we should stay on Launchpad for a bit longer is that they are working on git integration (makes the bzr deprecation moot) and that GitHub does not allow to attach arbitrary files to bug reports (savegames? log output?). > > Posting this message to two mailinglist also made me think that we really should consolidate into one mailing list - and I suggest opening a Google Groups for widelands development and deprecating widelands-public@sourceforge and widelands-dev@launchpad. What do you think? > > There are still some TODOs in the document that I need help with and some sections that others need to fill in. Could you all have another quick look over the doc and contribute information and comments as you can? > > It is here: > http://tinyurl.com/WlMoveToGithub > > Thanks, > Holger > >> On 16.02.2015, at 20:55, Holger Rapp <Hol...@gm...> wrote: >> >> Hey, >> >> after we moved the translations away from Launchpad and the dead of bzr seems imminent, the thought of moving away from Launchpad became more obvious. I think it is mostly a good idea, but I’d like to have a proper plan and have considered the alternatives. Therefore I started a design doc, world commentable that needs more fleshing out: >> >> http://tinyurl.com/WlMoveToGithub >> >> Please contribute your thoughts and ideas in the document. I will accept all “Edit suggestions”. >> >> Cheers, >> Holger >> >> > > > ------------------------------------------------------------------------------ > Dive into the World of Parallel Programming The Go Parallel Website, sponsored > by Intel and developed in partnership with Slashdot Media, is your hub for all > things parallel software development, from weekly thought leadership blogs to > news, videos, case studies, tutorials and more. Take a look and join the > conversation now. http://goparallel.sourceforge.net/ > _______________________________________________ > Widelands-public mailing list > Wid...@li... > https://lists.sourceforge.net/lists/listinfo/widelands-public -- Any world that can produce the Taj Mahal, William Shakespeare, and Stripe toothpaste can't be all bad. (C.R. MacNamara, One Two Three) |
From: Holger R. <Hol...@gm...> - 2015-02-26 08:14:25
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Thanks for the participation in the discussion around moving away from Launchpad. A lot of useful information was discovered and added to the document that makes the decision much less clear cut. Two biggies that let me think right now that we should stay on Launchpad for a bit longer is that they are working on git integration (makes the bzr deprecation moot) and that GitHub does not allow to attach arbitrary files to bug reports (savegames? log output?). Posting this message to two mailinglist also made me think that we really should consolidate into one mailing list - and I suggest opening a Google Groups for widelands development and deprecating widelands-public@sourceforge and widelands-dev@launchpad. What do you think? There are still some TODOs in the document that I need help with and some sections that others need to fill in. Could you all have another quick look over the doc and contribute information and comments as you can? It is here: http://tinyurl.com/WlMoveToGithub Thanks, Holger > On 16.02.2015, at 20:55, Holger Rapp <Hol...@gm...> wrote: > > Hey, > > after we moved the translations away from Launchpad and the dead of bzr seems imminent, the thought of moving away from Launchpad became more obvious. I think it is mostly a good idea, but I’d like to have a proper plan and have considered the alternatives. Therefore I started a design doc, world commentable that needs more fleshing out: > > http://tinyurl.com/WlMoveToGithub > > Please contribute your thoughts and ideas in the document. I will accept all “Edit suggestions”. > > Cheers, > Holger > > |
From: Holger R. <Hol...@gm...> - 2015-02-16 19:55:42
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Hey, after we moved the translations away from Launchpad and the dead of bzr seems imminent, the thought of moving away from Launchpad became more obvious. I think it is mostly a good idea, but I’d like to have a proper plan and have considered the alternatives. Therefore I started a design doc, world commentable that needs more fleshing out: http://tinyurl.com/WlMoveToGithub Please contribute your thoughts and ideas in the document. I will accept all “Edit suggestions”. Cheers, Holger |