Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11671] trunk/lib/ivis_common/tex.h

2010-09-16 Thread Per Inge Mathisen
On Wed, Sep 15, 2010 at 9:08 PM,  muggen...@users.sourceforge.net wrote:
 Log Message:
 ---
 Replace #ifdef(APPLE) #include $path/gl.h sections with SDL_opengl.h 
 which handles this already

Please do not mess around too much with SDL related stuff, if you do
not strictly need to, since it breaks Qt branch.

  - Per

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Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[11671] trunk/lib/ivis_common/tex.h

2010-09-16 Thread Giel van Schijndel
On Thu, Sep 16, 2010 at 09:51:38AM +0200, Per Inge Mathisen wrote:
 On Wed, Sep 15, 2010 at 9:08 PM,  muggen...@users.sourceforge.net wrote:
 Log Message:
 ---
 Replace #ifdef(APPLE) #include $path/gl.h sections with SDL_opengl.h 
 which handles this already
 
 Please do not mess around too much with SDL related stuff, if you do
 not strictly need to, since it breaks Qt branch.

Right, understood.  The reason for that ^^ change was to get rid of the
#ifdef APPLE-stuff when including gl.h and glu.h.  This is already
dealt with by SDL_opengl.h, thus my reason for using that header.

Considering that most places we use SDL_opengl.h we only use it to
properly include gl.h and glu.h we could probably take that part
from SDL_opengl.h (which is independent of SDL) and move that into a
wrapper header in lib/framework/ or lib/ivis_opengl/.  That would
additionally make porting to GLESv2 (OpenGL ES 2.0) slightly easier by
requiring the addition of preprocessor conditionals to only that header.

How would you feel about that approach?  I'm reasonably sure it will
even reduce the Qt branch's breakability with respect to the GL/SDL
combination.

-- 
Giel
--
There are two major products that come out of Berkeley: LSD and UNIX.
 We don't believe this to be a coincidence.
  -- Jeremy S. Anderson


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Re: [warzone2100-dev] 2.3.5 (final) release plan

2010-09-16 Thread Guangcong Luo
On Wed, Sep 15, 2010 at 9:06 PM, buginator buginato...@gmail.com wrote:
 First off, we need everyone to vote which icons to use for Cyp's changes.
 (no VTOL, no Cyborgs, and no tanks, and the kick icon)
 http://forums.wz2100.net/viewtopic.php?f=33t=6439

Does this need a vote? o_O

We use the borg icon already in the game (the one n2large0shirt
posted), and we use the latest VTOL icon (CinC's).

I'll be fixing them up to look nicer when I have the time, but for
now, those suffice.

 I also think we should include the intel vids from sequences.wz along
 with novideo.ogg file (which has been in all the release candidates.)
 The files are pretty small anyway, and they won't add that much more
 to the final build.

Yeah, what Giel said. You gotta be less vague about this stuff. :P

 For the balance changes, I assume since nobody has really said
 anything that I can tell in the balance feedback thread, or the
 2.3.5_rc4 thread, that it is OK now ?

Balance isn't perfect, but it isn't worse than before. I have a few
things left to do, but I can leave them for 2.3.6.

 Is there anything else before we tag ?

Nothing from me, except maybe some changelog changes.

-Zarel

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[warzone2100-dev] [Warzone 2100 Trac] #2174: OIL! OIL! WE FOUND OIL!!!!! (bug: exponential oil drum growth)

2010-09-16 Thread Warzone 2100 Trac
#2174: OIL! OIL! WE FOUND OIL! (bug: exponential oil drum growth)
-+--
Reporter:  CorvusCorax   | Type:  bug   
  Status:  new   | Priority:  major 
   Milestone:  unspecified   |Component:  Engine: Networking
 Version:  svn/2.3   | Keywords:  oil drum spree
Operating System:  All/Non-Specific  |   Blocked By:
Blocking:|  
-+--
 In a multiplayer game, once the game is created, multiGameInit() will call
 campInit(), where the host will place PLAYER_COUNT *2 oil drums randomly
 on the map:

 {{{
 multiopt.c: #568:
 if (NetPlay.isHost) // add oil drums
 {
 addOilDrum(NetPlay.playercount * 2);
 }
 }}}

 if such a drum (or in fact any oil drum on the map) gets picked up, a new
 oil drum will be randomly placed on the map

 {{{
 move.c: #2912
 static void checkLocalFeatures(DROID *psDroid)
 {
 SDWORD  i;
 BASE_OBJECT *psObj;

 // only do for players droids.
 if(psDroid-player != selectedPlayer)
 {
 return;
 }

 droidGetNaybors(psDroid);// update naybor list.

 // scan the neighbours
 for(i=0; i(SDWORD)numNaybors; i++)
 {
 #define DROIDDIST (((TILE_UNITS*5)/2) * ((TILE_UNITS*5)/2))
 psObj = asDroidNaybors[i].psObj;
 if (   psObj-type != OBJ_FEATURE
 || ((FEATURE *)psObj)-psStats-subType !=
 FEAT_OIL_DRUM
 || asDroidNaybors[i].distSqr = DROIDDIST )
 {
 // object too far away to worry about
 continue;
 }


 if(bMultiPlayer  (psObj-player == ANYPLAYER))
 {
 giftPower(ANYPLAYER,selectedPlayer,true);
 // give power
 CONPRINTF(ConsoleString,(ConsoleString,_(You
 found %u power in an oil drum.),OILDRUM_POWER));
 addOilDrum(1);
 }
 else

 {
 addPower(selectedPlayer,OILDRUM_POWER);
 CONPRINTF(ConsoleString,(ConsoleString,_(You
 found %u power in an oil drum),OILDRUM_POWER));
 }
 removeFeature((FEATURE*)psObj);
 // remove artifact+ send multiplay info.

 }
 }
 }}}

 checkLocalFeatures() gets called any time a droid moved, so if any droid
 moves near an oil drum it gets picked up, a destroy message is sent on the
 network, but before that addOilDrum(1) is called which will place one new
 oildrum on the map, too. And inform all other players about it.

 Now imagine the beforementioned cramped map. Theres almost no free space
 on the map, except in the middle, where 8 players armies are battling it
 out.

 Right in the middle of a battlefield is a bad place for an oil drum to
 magically appear though!


 Why?


 Because the next cycle after it appeared, multiple players might have
 droids near it.

 (it doesn't matter if they are on the same team or not)

 Each of them will claim it the next cycle after they received that
 notification, since the droids are moving. Then subsequently send an obj
 removal notification to all the others, as well as place one new oil drum
 on the map.

 So For each nearby player, one new oildrum is placed on the map.

 But remember, we said the map was cramped, so at least one of these oil
 drums ends up in the midst of a pulk of units again!

 And gets magically duplicated...

 This is almost like sharing movies on PirateBay. I can have it, and you
 can have it too, and then we give copies to others!


 It didn't take long with 8 players on the attached map, and we couldn't
 build a single building anymore because everything was full of oil drums.
 And that was at the time when we barely had reached ripples. Oil drums
 spawned faster than we could pick them up and I got these errors galore:

 {{{
 error   |08:07:43: [recvMultiPlayerRandomArtifacts] Already something at
 (15,14)!
 error   |08:07:43: [recvMultiPlayerRandomArtifacts] Already something at
 (7,39)!
 error   |08:07:43: [recvMultiPlayerRandomArtifacts] Already something at
 (9,11)!
 error   |08:07:43: [recvMultiPlayerRandomArtifacts] Already something at
 (6,12)!
 error   |08:07:43: [recvMultiPlayerRandomArtifacts] Already something at
 (16,23)!
 error   |08:07:43: [recvMultiPlayerRandomArtifacts] Already something at
 (8,12)!
 error   |08:07:43: [recvMultiPlayerRandomArtifacts] Already something at
 (15,24)!
 error   |08:07:43: [recvMultiPlayerRandomArtifacts] Already something at
 (16,22)!
 error   |08:07:43: [recvMultiPlayerRandomArtifacts] Already something at
 (16,25)!
 error   

[warzone2100-dev] What other changes should happen in 2.4 ?

2010-09-16 Thread buginator
Since I have implemented map support for X players, (where X = 2
through 8), this will require a slight change in how maps are made.
The thread for this is located here:
http://forums.wz2100.net/viewtopic.php?f=5t=5309start=165#p69854

I feel it would be best to do a major version bump from the current
2.3.5 to 2.4.

And, since we will have a 2.4, is there any other change that people
want to be put in this?

So far, I think CorvusCorax's patch
http://developer.wz2100.net/ticket/2151, the map patch mentioned
above, the transport patch mentioned in this thread:
http://forums.wz2100.net/viewtopic.php?f=5t=6237start=30#p69718
and then some more net code changes (and GAMESTRUCT--which also means
master server changes).

Anyone working on anything else ?

Also, to make it clear, would we make a new 2.X branch form the
current 2.3, or abuse 2.3 to also be 2.4 ?

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