the correct way to do it *is* to skip past all sound specific stuff from the
game loop when --nosound is used. frankly, there's no reason at all to store
any sound-related data in a savegame -- all you lose is about a second's
worth of sounds that were initiated just before the save point, just as
there is no noticable benefit to storing the animation frame index for
cyborgs in a game like this. the benefit by not running all the sound
specific stuff is that you save ticks, and not necessarily bring system
requirements down, but along with other optimizations, keep them from
skyrocketing upwards.
On Feb 5, 2008 2:26 PM, Gerard Krol [EMAIL PROTECTED]
wrote:
URL:
http://gna.org/bugs/?10995
Summary: --nosound broken
Project: Warzone Resurrection Project
Submitted by: gerard_
Submitted on: Tuesday 02/05/2008 at 22:26
Category: Engine: Sound
Severity: 3 - Normal
Priority: 5 - Normal
Status: None
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: svn/trunk
Operating System: GNU/Linux
Planned Release: None
___
Details:
The --nosound command line option is broken, using it causes an assert:
never : directory: script/binary
never : directory: script/data
never : file: SCRIPTVAL cam1a.vlo
wz : Loading script data cam1a.vlo
script : allocated space for 27 events
error : resGetDataFromHash: Unknown ID: 66d7b27 Type: WAV
error : Assert in Warzone: frameresource.c:579 : resGetDataFromHash
(psRes
!= NULL), last script event: 'none'
warzone2100: frameresource.c:579: resGetDataFromHash: Assertion `psRes !=
((void *)0)' failed.
The way --nosound is implemented is wrong, it is better to act like
--dry-run, and perform all operations except the actual openall calls.
This
makes it that you can start a game with --nosound, save, start with
--sound,
and continue (with the sound playing as it would have
been).https://mail.gna.org/listinfo/warzone-dev
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