Per Inge Mathisen schreef:
On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Remove unused TILE_BITMASK and use INT32_MAX instead of possibly undefined
INT_MAX.
..
INT_MAX is defined to be the highest (non-negative) value a `signed int`
(or just `int`) can have.
Dennis Schridde schreef:
Am Sonntag, 3. Juni 2007 schrieb Ari Johnson:
On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Author: muggenhor
Date: Sun Jun 3 17:51:56 2007
New Revision: 1440
URL: http://svn.gna.org/viewcvs/warzone?rev=1440view=rev
Log:
* turn some usages of
Dennis Schridde schreef:
Giel:
Should we add the other config related entries (all New entries except PNG)
to
the Settings section, or should we move its lone entry to General as well?
If you mean these two:
* New: Configurable framerate limit
* New: Possibility to always allow
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Giel van Schijndel
Sent: Monday, June 04, 2007 5:55 AM
To: Development list
Subject: Re: [Warzone-dev] 2.0.7 again
Dennis Schridde schreef:
Giel:
Should we add the other config related entries
URL:
http://gna.org/bugs/?9275
Summary: compile fails on non-existing
scriptvals_parser.tab.h
Project: Warzone Resurrection Project
Submitted by: None
Submitted on: Montag 04.06.2007 um 15:21 CEST
Category: Build system
Hi guys.
I don't know if this was fixed or will be fixed until release, but
enabling players to save and load campaign games would be a requirement
for release in my eyes. ( https://gna.org/bugs/?9262 )
I can't check this right now, because WZ doesn't compile on my computer
anymore (
Am Montag, 4. Juni 2007 schrieb Kamaze:
I'll arrange this tonight.
Oups, read that too late.
I just removed the new post ability from usual members in the BR board.
I also set up a sticky notice explaining the reasons:
http://wz2100.net/forum/index.php?topic=691.0
And edited the old sticky:
On 6/4/07, BorgCube [EMAIL PROTECTED] wrote:
I don't know if this was fixed or will be fixed until release, but
enabling players to save and load campaign games would be a requirement
for release in my eyes. ( https://gna.org/bugs/?9262 )
I can't check this right now, because WZ doesn't
Ari Johnson schreef:
On 6/4/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Dennis Schridde schreef:
Am Sonntag, 3. Juni 2007 schrieb Ari Johnson:
On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Author: muggenhor
Date: Sun Jun 3 17:51:56 2007
New
On 6/4/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Now please tell me. Why should we at all want to have that size
guarantee in any non-networking, non-file code ? I think we don't need
it anywhere in those portions of code, so would really vote for using a
plain `int` instead and leave
Dennis Schridde schreef:
Am Montag, 4. Juni 2007 schrieb [EMAIL PROTECTED]:
On Sun, 03 Jun 2007 16:51:36 -0400 Dennis Schridde wrote:
What we got so far:
Does anyone know of nasty bugs which still need to be tracked
down? I.e.
serious crashes and the like.
Anything else that needs
Dennis Schridde wrote:
Am Montag, 4. Juni 2007 schrieb [EMAIL PROTECTED]:
On Sun, 03 Jun 2007 16:51:36 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
What we got so far:
Does anyone know of nasty bugs which still need to be tracked
down? I.e.
serious crashes and the like.
Anything else
Ari Johnson schreef:
Reverted changes from r1417 and r1421 that used 'bool' instead of
'BOOL' and thereby prevented the code from building
Does this really _not_ compile ? Because it _should_ compile. (Even with
a non-C99 compatible compiler).
Just look at lib/framework/types.h:
// If we
On Mon, 04 Jun 2007 13:18:21 -0400 Ari Johnson
[EMAIL PROTECTED] wrote:
On 6/4/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Now please tell me. Why should we at all want to have that size
guarantee in any non-networking, non-file code ? I think we
don't need
it anywhere in those portions
The last time I was able to load my saved game, I still got an assert
when a unit was produced at my home base while I was on an away
mission. I was going to test that just now with the latest code, but
there is now a crash when loading my saved game. I still don't know
exactly when this
On Mon, 04 Jun 2007 03:11:04 -0400 Gerard Krol
[EMAIL PROTECTED] wrote:
My intention was Now only transparent objects are rendered by the
bucket sort. (as it doesn't have any benefit for solid ones)
The moving health bar was a side effect which I didn't notice.
Again rendering animated
On 6/4/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Ari Johnson schreef:
On 6/4/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
I think I shouldn't have even mentioned the speed difference, since it
hardly is the most important argument.
What is more important in this discussion
Giel van Schijndel wrote:
So if that code doesn't compile when using bool, please fix the above
code in types.h instead of reverting back to BOOL.
The only scenario I can think of is that the compiler you use claims to
be C99 compatible, but doesn't provide macros: bool, true,
On 6/4/07, Jose Ivey [EMAIL PROTECTED] wrote:
In the context of the platforms WZ currently has builds for, which one
uses a non C99 compliant compiler?
MSVC.
- Per
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Per Inge Mathisen schreef:
On 6/4/07, Dennis Schridde [EMAIL PROTECTED] wrote:
- Run sed s/BOOL/bool/ on the sources. (Well, something more advanced, but
you
get the point.)
Can we please postone all such ideas until 2.2 or 3.0? We _need_ a
working 'svn blame' at the moment.
Am Montag, 4. Juni 2007 schrieb Giel van Schijndel:
Author: muggenhor
Date: Mon Jun 4 20:33:36 2007
New Revision: 1454
URL: http://svn.gna.org/viewcvs/warzone?rev=1454view=rev
Log:
* added an additional function to lib/widget's interface:
`widgSetTipText(WIDGET* psWidget, const char*
Am Montag, 4. Juni 2007 schrieb Giel van Schijndel:
Dennis Schridde schreef:
Am Montag, 4. Juni 2007 schrieb Giel van Schijndel:
Author: muggenhor
Date: Mon Jun 4 20:33:36 2007
New Revision: 1454
URL: http://svn.gna.org/viewcvs/warzone?rev=1454view=rev
Log:
* added an additional
As is now, WZ eats all CPU time. Even when pause.
Can we add the removed SDL_Delay() calls that were take out?
Friends can no longer play on laptop very long because of this.
This is release builds.
--
Click to compare save $100's on medical insurance, free quote
Well, maybe make this configurable.
At game start check if someone set niceCPU to 1.
If on, set the function pointer shareCPUTime = SDL_Delay;
Otherwise set the functionpointer to null.
This should be afaik faster than another if(){} in the mainloop.
- Kamaze
[EMAIL PROTECTED] schrieb:
As is
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