[warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
Hey, guys. Two fairly bad bugs kind of went into 2.3.2 and no one found them. :( They are: 1. When a fully upgraded object takes burn damage, it's instantly killed (underflow in damage calculation). 2. Starting a game in T2 or T3 mode doesn't work - the game just starts in T1 mode. I've fixed both of these in 2.3-branch. Should we release a fixed build immediately? -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Launchpad bugs
On Jul 27, 2010, at 3:01 AM, Per Inge Mathisen wrote: Hello list, I am seeing a lot of bug coming from launchpad to this list now. They are posted each with a unique email address (like 500...@bugs.launchpad.net), that are rejected since they are not subscribers. How should we handle these? (The admin panel shows 40 launchpad bug report emails awaiting approval from the last month or so.) - Per I suggest connecting launchpad with trac, then all the tickets will be in trac and can be dealt with normally. See https://help.launchpad.net/Bugs/TracPlugin and https://launchpad.net/trac-launchpad for details on how it could be set up -- My Web Sites: http://dak180.users.sourceforge.net/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #2022: crash in host room while chatting
#2022: crash in host room while chatting --+- Reporter: Terminator |Type: bug Status: new|Priority: major Milestone: unspecified| Component: other Version: 2.3.2 |Keywords: Operating_system: Microsoft Windows | Blockedby: Blocking: | --+- crash in host room while chatting -- Ticket URL: http://developer.wz2100.net/ticket/2022 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #2023: crash in host room while chatting
#2023: crash in host room while chatting --+- Reporter: Terminator |Type: bug Status: new|Priority: major Milestone: unspecified| Component: other Version: 2.3.2 |Keywords: Operating_system: Microsoft Windows | Blockedby: Blocking: | --+- crash in host room while chatting -- Ticket URL: http://developer.wz2100.net/ticket/2023 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #2024: crash during game
#2024: crash during game --+- Reporter: mp...@…|Type: bug Status: new|Priority: major Milestone: 2.3.2 | Component: other Version: 2.3.2 |Keywords: crash Operating_system: Microsoft Windows | Blockedby: Blocking: | --+- System Windows XP SP3[[BR]] skirmish party[[BR]] map: 8 players WF-Arakis[[BR]] Warzone2100.RPT :[[BR]] { --- Error occured on Tuesday, July 27, 2010 at 10:31:09. Program: C:\Program Files\Jeux\Warzone 2100\warzone2100.exe(warzone2100) Command line: C:\Program Files\Jeux\Warzone 2100\warzone2100.exe Version: Version 2.3.2 Distributor: wz2100.net Compiled on: Jul 25 2010 21:38:43 Compiled by: GCC 4.2.1-sjlj (mingw32-2) Compiled mode: Release build Executed on: Tue Jul 27 09:41:05 2010 Pointers: 32bit Compiled against PhysicsFS version: 1.0.1 Running with PhysicsFS version: 1.0.1 Misc Data: [09:41:06]OpenGL Vendor : NVIDIA Corporation [09:41:06]OpenGL Renderer : GeForce 8600 GT/PCI/SSE2 [09:41:06]OpenGL Version : 3.2.0 [09:41:06]OpenGL GLSL Version : 1.50 NVIDIA via Cg compiler [09:41:06]Video Mode 1680 x 1050 (32 bpp) (fullscreen) [09:41:06]OpenAL Vendor: Creative Labs Inc. [09:41:06]OpenAL Version: 1.1 [09:41:06]OpenAL Renderer: Software [09:41:06]OpenAL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE [09:41:06]Using language: Langage du système [09:41:58]Current Level/map is Sk-WF-Arakis-T1 C:\Program Files\Jeux\Warzone 2100\warzone2100.exe caused an Access Violation at location 0043fecf in module C:\Program Files\Jeux\Warzone 2100\warzone2100.exe Reading from location 00b0. Log message: error |10:21:56: [interpRunScript] Original event ID: 6 (of 181) Log message: error |10:21:56: [interpRunScript] Current event ID: 6 (of 181) Log message: error |10:21:56: [interpRunScript] Call depth : 0 Log message: error |10:21:56: [scrOutputCallTrace] *** Script call trace: *** Log message: error |10:21:56: [scrOutputCallTrace] 0: N/A (current event) Log message: error |10:21:56: [interpRunScript] interpRunScript: error while executing a script Log message: error |10:21:56: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.c:946 (!error while executing a script), last script event: 'N/A' Log message: error |10:21:56: [eventFireTrigger] eventFireTrigger: event N/A: code failed Log message: error |10:21:56: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.c:1128 (0), last script event: 'N/A' Log message: error |10:22:05: [interpRunScript] interpRunScript: could not do func Log message: error |10:22:05: [interpRunScript] interpRunScript: *** ERROR EXIT *** (CurEvent=6) Log message: error |10:22:05: [interpRunScript] Original event ID: 6 (of 181) Log message: error |10:22:05: [interpRunScript] Current event ID: 6 (of 181) Log message: error |10:22:05: [interpRunScript] Call depth : 0 Log message: error |10:22:05: [scrOutputCallTrace] *** Script call trace: *** Log message: error |10:22:05: [scrOutputCallTrace] 0: N/A (current event) Log message: error |10:22:05: [interpRunScript] interpRunScript: error while executing a script Log message: error |10:22:05: [interpRunScript] Assert in Warzone: ../../../../lib/script/interpreter.c:946 (!error while executing a script), last script event: 'N/A' Log message: error |10:22:05: [eventFireTrigger] eventFireTrigger: event N/A: code failed Log message: error |10:22:05: [eventFireTrigger] Assert in Warzone: ../../../../lib/script/event.c:1128 (0), last script event: 'N/A' Registers: eax=0059 ebx=006c ecx= edx=07e20020 esi=006d edi=00c8 eip=0043fecf esp=0022f8e0 ebp=0022f938 iopl=0 nv up ei pl zr na po nc cs=001b ss=0023 ds=0023 es=0023 fs=003b gs= efl=00210246 Call stack: 0043FECF C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:0043FECF droidStartBuild /home/cybersphinx/tmp/warzone2100-2.3.2/win32/build/src/../../../src/droid.c:1133 00406307 C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:00406307 actionUpdateDroid /home/cybersphinx/tmp/warzone2100-2.3.2/win32/build/src/../../../src/action.c:1922 00440F98 C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:00440F98 droidUpdate /home/cybersphinx/tmp/warzone2100-2.3.2/win32/build/src/../../../src/droid.c:850 0048EED6 C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:0048EED6 gameLoop /home/cybersphinx/tmp/warzone2100-2.3.2/win32/build/src/../../../src/loop.c:305 00491A67 C:\Program Files\Jeux\Warzone 2100\warzone2100.exe:00491A67 SDL_main
[warzone2100-dev] [Warzone 2100 Trac] #2026: crash in host room while chatting
#2026: crash in host room while chatting --+- Reporter: Terminator |Type: bug Status: new|Priority: major Milestone: unspecified| Component: other Version: 2.3.2 |Keywords: Operating_system: Microsoft Windows | Blockedby: Blocking: | --+- crash in host room while chatting map 8c-ArcticVolcano -- Ticket URL: http://developer.wz2100.net/ticket/2026 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
Let's keep our cool for a bit and see if more bloopers surface before we rush to re-release anything. Then we can push out 2.3.3 next weekend, hopefully this time with some actual testing done. Although I cannot promise anything in that department -- Starcraft 2 just came out. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On Tue, Jul 27, 2010 at 3:22 PM, Per Inge Mathisen per.mathi...@gmail.com wrote: next weekend I mean this weekend. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #2027: Pathfinding around obstacles not working - Trunk
#2027: Pathfinding around obstacles not working - Trunk ---+ Reporter: j0shdrunk0nwar |Type: bug Status: new |Priority: major Milestone: unspecified | Component: other Version: svn/trunk |Keywords: pathfinding Operating_system: GNU/Linux | Blockedby: Blocking: | ---+ Units end up stuck at Hardpoints/Bunkers/Walls, any obstacle that is in the way of their path. They even get stuck at a cliff if it comes between starting point A and destination point B. Hmmm.. If my description still isn't clear, well, they should go around obstacles that come in the way, not bump into them and remain wedged there. Warzone 2100 - Version TRUNK r11305 - Built Jul 27 2010 - DEBUG -- Ticket URL: http://developer.wz2100.net/ticket/2027 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Our next release plan?
Guangcong Luo wrote: Most of the other problems with power flow I've been talking about the past few days are fairly minor in comparison. I could probably get used to them. But the one reason I listed above? That's not something I could get used to, since I'd never be able to do the mental calculations of, if I click on any given research/manufacture item, whether or not I'd be above zero power when it completes. You are playing online regularly and haven't yet developed a feeling for the power stuff? I've been playing only some 2.3 games and I was able to manage my energy quite well actually. But perhaps, that was not competitive enough. I don't see a need for changing the power system. Regards, - Kreuvf signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Our next release plan?
On Mon, Jul 26, 2010 at 9:37 PM, Guangcong Luo za...@wz2100.net wrote: You'll notice on the forums quite a few people disagreed with the trunk power system. I saw only quite a few people saw no reason to change anything, none of whom said they had actually tested trunk. That is only the to be expected level of conservatism in a game this old. As far as _I_ can tell, you are the only person who is making a big fuss about staying away from the 2.3 power system. Well, you and JDW on the forums. The thing I am make a big fuss about is a large change without adequate reason and what I see as spurious arguments. Note that I was also initially sceptical of the new power flow system, but Gerard managed to convince me that it was a good idea. I think that is a strange cop-out, since all of your arguments against the trunk power system apply equally to the 2.3 power system. My largest objection to the trunk power system: - I never know how much power I have, or whether or not I have enough power to do something, since the rate at which it increases/decreases changes several times a minute. This is why I don't want to use it in competitive multiplayer specifically: It's much more important there to know exactly how much power I have. Direct-debit-power-queue and 2.3 are identical as long as no more than one thing is on the queue at a time. See, I do not buy this argument at all. You said yourself that all power systems are essentially identical if you are only producing one thing at a time, and this is true. Hence the claim that 2.3 and direct debit is identical in this case is irrelevant. The only interesting case is the real case -- when you are producing multiple items at once. Here 2.3 and trunk are very similar, and can both be confusing to someone used to thinking in direct debit terms. The case where they differ the most is when multiple items are produced, and expenses are bigger than income. Here 2.3 and trunk are identical, while direct debit is very different. Most of your arguments have been about this last case. That is why now turning about and wanting a return to 2.3's power system makes no sense to me. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] ticket #2009 - Request for thoughts/feedback
Hey all, I made some patches to fix the CFURLRef leaks under Mac and I'd like to know which solution you want used. My first patch (dir.diff) adds a function and moves some code in a new .h/.c file pair (makes main.c a little tidier). The added function removes duplicate code and accompanying conditional inclusions e.g. h//ttp://developer.wz2100.net/changeset/10316/branches/2.3/lib/framework/i18n.c (r9835 for trunk) http://developer.wz2100.net/changeset/11230/trunk/lib/ivis_opengl/textdraw.c (Plus the origin of the above code in main.c) In the ticket I've also added the fix only versions (cfrelease.diff and 23leaks.diff). As you can see every time something changes with that code, it has to be changed in three different places. Other notes: - There are some build systems I cannot update (Mac, MSVC, etc.) - The copyright is missing a 2100 Anyways, let me know what you want (or commit it yourself.) Regards, -Safety0ff ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On Tue, Jul 27, 2010 at 7:36 AM, Christian Ohm chr@gmx.net wrote: On Tuesday, 27 July 2010 at 3:20, Guangcong Luo wrote: 2. Starting a game in T2 or T3 mode doesn't work - the game just starts in T1 mode. r11305 breaks loading maps in T1. To be fair, it only breaks loading maps in T1 for some maps, and Rush, the map I usually test with, worked just fine. Anyway, I've fixed that too, now. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On Tue, Jul 27, 2010 at 02:51:44PM -0500, Guangcong Luo wrote: To be fair, it only breaks loading maps in T1 for some maps, and Rush, the map I usually test with, worked just fine. Anyway, I've fixed that too, now. Just one more example of why programmers are the worst people to test their own code. And why I tested it! is a terrible reason to allow anyone to add brand new code to a release at the last minute. -- Stephen Swaney sswa...@centurytel.net ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Release 2.3.2a or 2.3.2.1 or 2.3.3?
On Tue, Jul 27, 2010 at 3:23 PM, Stephen Swaney sswa...@centurytel.net wrote: Just one more example of why programmers are the worst people to test their own code. Erm, well, that's true, but what's your point? -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[warzone2100-dev] [Warzone 2100 Trac] #2029: Crash in multisync.c:218, pickADroid()
#2029: Crash in multisync.c:218, pickADroid() -+-- Reporter: Fastdeath |Type: bug Status: new |Priority: major Milestone: unspecified | Component: Engine: Networking Version: unspecified |Keywords: Operating_system: All/Non-Specific | Blockedby: Blocking:| -+-- Was 8 Player Multiplayer game on SK-Wintersquared-T1 With 3 Players and 5 AI's -- Ticket URL: http://developer.wz2100.net/ticket/2029 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] 2.3.2a (or whatever) timeout period for sockets
On Tue, Jul 27, 2010 at 10:41 PM, buginator buginato...@gmail.com wrote: Currently, we wait 2500ms for some sockets, and wait forever for other sockets (which you may have noticed when the game froze on you), so the question is, for reading the sockets, do we wait 2500ms as well, or make it more or less ? Remember, the higher the value, the longer the game waits for a response. The lower the value, then the higher chance of people getting kicked / dropped because of a lack of a response. Can't we just thread them, so we can wait as long as we want without freezing? -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] 2.3.2a (or whatever) timeout period for sockets
On 7/27/10, Guangcong Luo wrote: On Tue, Jul 27, 2010 at 10:41 PM, buginator wrote: Currently, we wait 2500ms for some sockets, and wait forever for other sockets (which you may have noticed when the game froze on you), so the question is, for reading the sockets, do we wait 2500ms as well, or make it more or less ? Remember, the higher the value, the longer the game waits for a response. The lower the value, then the higher chance of people getting kicked / dropped because of a lack of a response. Can't we just thread them, so we can wait as long as we want without freezing? Not for 2.3.x That would require tons more work / testing. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] 2.3.2a (or whatever) timeout period for sockets
On Tue, Jul 27, 2010 at 10:46 PM, buginator buginato...@gmail.com wrote: Not for 2.3.x That would require tons more work / testing. Okay, then. 2.5 seconds seems fine. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev