[Warzone-dev] Compilation issues with r599

2007-01-05 Thread Troman
There are some variables declared not at the beginning of the block in r599 (mem.c - memFree() ). This will break compilation with comilers that are not C99 conform, like MSVC. Troman___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] Compilation issues with r599

2007-01-05 Thread The Watermelon
On 1/5/07, Troman [EMAIL PROTECTED] wrote: There are some variables declared not at the beginning of the block in r599 (mem.c - memFree() ). This will break compilation with comilers that are not C99 conform, like MSVC. Troman yea,mingw+GCC compiles 599 without any

Re: [Warzone-dev] Compilation issues with r599

2007-01-05 Thread vs2k5
On Fri, 05 Jan 2007 12:20:31 -0500 Troman [EMAIL PROTECTED] wrote: There are some variables declared not at the beginning of the block in r599 (mem.c - memFree() ). This will break compilation with comilers that are not C99 conform, like MSVC. Troman I was just about to post about that. :)

Re: [Warzone-dev] Increasing units 'caps'

2007-01-05 Thread vs2k5
On Fri, 05 Jan 2007 12:41:35 -0500 The Watermelon [EMAIL PROTECTED] wrote: Some interesting 'magic' numbers I found when I was browsing/changing the structure.c(to add new building/functionality): 1.the commander cap is 10 per player(I changed it to #define) 2.the construct droid cap is 15 per

Re: [Warzone-dev] Compilation issues with r599

2007-01-05 Thread Giel van Schijndel
Troman schreef: There are some variables declared not at the beginning of the block in r599 (mem.c - memFree() ). This will break compilation with comilers that are not C99 conform, like MSVC. fixed in r602. -- Giel signature.asc Description: OpenPGP digital signature

Re: [Warzone-dev] Increasing units 'caps'

2007-01-05 Thread The Watermelon
You also have to remember that if you do increase it, and people get up to that many units, the game may becomes a slideshow. Depending on system of course. Do we have a minimum requirement for this game that we are sticking to? I think the current bottleneck of overall performance is the

[Warzone-dev] [OpenAL] distance attenuation

2007-01-05 Thread Giel van Schijndel
Just taking a look into the current sound libs. And of course we're using OpenAL there. So why should we actually when using OpenAL, erm actually erm, use it When looking at lib/sound/openal_track.c:sound_SetObjectPosition() I'm getting a headache. Rather than just simply setting the

Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-05 Thread vs2k5
I doubt anyone has even looked at that code much. If it looks like you can improve it, then why not. I don't see that on the tasks list. Then again, I don't see GUI overhaul on it neither. On Fri, 05 Jan 2007 18:10:25 -0500 Giel van Schijndel [EMAIL PROTECTED] wrote: Just taking a look