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Martin's Dungeon Bash version 1.130.1 Experimental
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Jeff Lait  
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 More options 7 July, 16:01
Newsgroups: rec.games.roguelike.development
From: Jeff Lait <torespondisfut...@hotmail.com>
Date: Tue, 7 Jul 2009 08:01:05 -0700 (PDT)
Local: Tues 7 July 2009 16:01
Subject: Re: Martin's Dungeon Bash version 1.130.1 Experimental
On Jul 7, 10:40 am, "perdurab...@googlemail.com"

It would have compiled *on your compiler*.  I'm sure there is some
past or future compiler it still doesn't compile on.  Maybe a nice
char *test = "foobar";
or an instance of
http://gcc.gnu.org/bugzilla/show_bug.cgi?id=38480

If your goal was to get it easy for people to compile, the best advice
is to get rid of -Werror from the release build.

Anyways, I have sympathy for people releasing stuff that doesn't
compile, having been guilty of it myself.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)


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Krice  
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 More options 7 July, 16:24
Newsgroups: rec.games.roguelike.development
From: Krice <pau...@mbnet.fi>
Date: Tue, 7 Jul 2009 08:24:45 -0700 (PDT)
Local: Tues 7 July 2009 16:24
Subject: Re: Martin's Dungeon Bash version 1.130.1 Experimental
On 7 heinä, 18:01, Jeff Lait <torespondisfut...@hotmail.com> wrote:

> Anyways, I have sympathy for people releasing stuff that doesn't
> compile, having been guilty of it myself.

We all have different coding styles and some of them
are quite weird. If Martin wants to do something his style
then who are we to judge it? Then again it doesn't hurt if
the source code is as portable as possible.

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