Is anyone looking at all these patches on the ML, or should I stop
post them?
I am just looks for patch comments like under review, rejected,
accepted comments?
These wait,
June 2 -Oil animation fix health bar.
June 23 -
First small patch in data.c fix 1 issue.
Submit again patch for oil
On Sat, 30 Jun 2007 08:04:21 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Samstag, 30. Juni 2007 schrieb [EMAIL PROTECTED]:
Another 1 line fix.
This make it so game is back to original lighting. Was broken by
Dennis, no reason give on change? (when select unit, it strobe
again, and when
On Wed, 27 Jun 2007 16:00:10 -0400 [EMAIL PROTECTED] wrote:
I forgot to say, if want, you could reallocate memory when it
detects buffer too small.
Other option is to rewrite all those functions to use local
variables, instead of the global. Lots of work to do this. Not
sure worth it?
On Thu, 28 Jun 2007 02:43:45 -0400 [EMAIL PROTECTED] wrote:
After looking at code, best thing to **NOT** do away with
GeneralBuffer. (displaybuffer).
Reason is there are ~628 calls to load into this buffer.
Now we have 1 malloc, and 1 free, so that is tons less malloc/free
calls we no have to
Looks like flex files leak, this is from run skirmish, 4p, quit as
soon as you see base, then quit out of program.
Also script_parser.y and so on leak.
It no look like any cleanup is done.
Also, any plans to commit patches waiting on mailing list sometime
this week?
This small sample of
On Wed, 27 Jun 2007 03:22:12 -0400 Gerard Krol
[EMAIL PROTECTED] wrote:
I just love breaking things ;)
If I remember correctly I wanted to display the statistics about
the game (kills etc.) at the end of a multiplayer game.
It should be possible to enable fireworks again without removing
this
On Wed, 27 Jun 2007 08:37:38 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
Well it seems that this var, DisplayBuffer, is a global var. I
guess
implemented there as some misguided attempt at saving a few bytes
of
memory. The problem is that this global var is so widely spread,
that
I'm
On Tue, 26 Jun 2007 09:55:17 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
Giel van Schijndel schreef:
[EMAIL PROTECTED] schreef:
Sorry, I no know that physfs no auto convert / \. I use
PHYSFS_getDirSeparator() now.
This patch fix problem for linux. (tested)
***DELETE ALL *.sta
in
system is used up, and page file is over 1GB in size until quit
game.
On Sat, 23 Jun 2007 17:21:30 -0400 vs2k5 wrote:
First small patch in data.c fix 1 issue.
Submit again patch for oil health bar fix.
Next patch fix (avoid) bug #9235 (maybe others also).
Shadows for wall are not correct
On Tue, 26 Jun 2007 18:33:44 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
Should not memory be H*W*color depth ?
Example 1024x768x4(RGBA) = 3145728, but game does
1024x768x2=1572864.
If have 1600x1200x4, then that is 7.68MB, but game has 3.84MB .
Even with
On Mon, 25 Jun 2007 18:11:08 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Mon, 25 Jun 2007 15:39:09 -0400 [EMAIL PROTECTED] wrote:
For old game, when click flag next to player name, did it ever
show list player names??
I make patch for this on list
This patch make slight change to remove #ifdef WIN32 on a var, so
it compile OK on linux now.
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multimenu.diff
Description: Binary
On Sun, 24 Jun 2007 17:16:00 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Sonntag, 24. Juni 2007 schrieb [EMAIL PROTECTED]:
Error49 error C2143: syntax error : missing ';' before 'type'
\src\multibot.c 1158
Error50 error C2061: syntax error : identifier
When gerard change shadow code, he do,
in display3d.c
// HACK to be able to use static shadows for walls
// We just store a separate IMD for each direction
static iIMDShape otherDirections[3];
static BOOL directionSet[3] = {FALSE, FALSE, FALSE};
Very bad
Got memory free twice.
Index: track.c
===
--- track.c (revision 1523)
+++ track.c (working copy)
@@ -160,6 +160,7 @@
sound_FreeTrack( psTrack );
free( psTrack );
+ psTrack=NULL;
}
//*
--
Click for
On Sat, 16 Jun 2007 08:26:25 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Samstag, 16. Juni 2007 schrieb [EMAIL PROTECTED]:
On Fri, 15 Jun 2007 14:35:08 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
They do keep track of all objects in treap, and the
On Wed, 13 Jun 2007 18:13:44 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
Dennis Schridde schreef:
There must have been some special assumption on Pumpkins heap
implementation
which magically prevented eternal doom. Till now no one found
out how it
worked that wonder.
I've got a
On Fri, 15 Jun 2007 14:35:08 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
They do keep track of all objects in treap, and the macro remove
of
,
#define PTRVALID(ptr, size) memPointerValid(ptr, size)
did this work for us.
Replace PTRVALID() with
On Wed, 13 Jun 2007 16:54:33 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
Dennis Schridde schreef:
Index: tex.c
===
--- tex.c (revision 1494)
+++ tex.c (working copy)
@@ -264,7 +264,7 @@
void
On Wed, 13 Jun 2007 14:16:26 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Mittwoch, 13. Juni 2007 schrieb [EMAIL PROTECTED]:
On Mon, 11 Jun 2007 16:45:58 -0400 Dennis Schridde
Valgrind should help... Will try on the weekend.
You apparently dove deep into the code and found several
On Wed, 13 Jun 2007 17:31:17 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Mittwoch, 13. Juni 2007 schrieb [EMAIL PROTECTED]:
The game crash on that line, free(image-bmp).
Since it set to NULL after 1st free call, we can then assume
that
image pointer is wrong/corrupted.
So then fix is
On Mon, 11 Jun 2007 16:45:58 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Montag, 11. Juni 2007 schrieb [EMAIL PROTECTED]:
I now trace back many problems now with warzone. It all
because
of switch from MALLOC/FREE, and HEAP usage to malloc/free, as I
try
to say before.
I finds that
I now trace back many problems now with warzone. It all because
of switch from MALLOC/FREE, and HEAP usage to malloc/free, as I try
to say before.
I finds that most all crashes I find is because of this, and also
most all crashes in games both SP and MP is because of this changes.
The game
Index: droid.c
===
--- droid.c (revision 1482)
+++ droid.c (working copy)
@@ -231,10 +231,11 @@
// If the shell penetrated the armour work out how much damage it
actually did
if (damage armour)
{
+
Here is output, fix was to do, gettextize -f
Then ./autogen.sh works.
I post here to help anyone else that has this error to make WZ.
This is Ubuntu 7.04. I do not know if make difference or not.
-
../autogen.sh
+ checking for xgettext =
What is missing?
../autogen.sh
+ checking for xgettext = 0.15 ... found 0.16.1, ok.
+ checking for msgfmt = 0.15 ... found 0.16.1, ok.
+ checking for autoconf = 2.56 ... found 2.61, ok.
+ checking for automake = 1.8 ... found 1.8.5, ok.
+ checking for bison = 1.31 ... found 2.3, ok.
+ checking
Index: Warzone2100.vcproj
===
--- Warzone2100.vcproj (revision 1467)
+++ Warzone2100.vcproj (working copy)
@@ -223,7 +223,6 @@
RelativePath=..\lib\framework\frameresource.c
On Tue, 05 Jun 2007 18:21:43 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
Hmm. I like easy approach, which would be, as before.
When paused, game loops through this over and over, so it is one
big
busy loop. So you still need a delay to fix.
Why go make
On Tue, 05 Jun 2007 19:50:04 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
So the one
and only SDL_delay call will never have ANY effect on 2nd loop.
This really is the most important info you've given by now. This
explains where the problem is, know if only we knew what you mean
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
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
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.
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On Sun, 03 Jun 2007 06:55:31 -0400 Per Inge Mathisen
[EMAIL PROTECTED] wrote:
On 6/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
For all the asserts, is root cause error in grammar files Or is
code problem?
All .l .y files change from original, so is there a way to
check
these files for
On Sun, 03 Jun 2007 14:35:36 -0400 Roman [EMAIL PROTECTED] wrote:
vs2k5 wrote:
error : interpRunScript: jump out of range
error : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
error : Original event ID: 67 (of 114)
error : Current event ID: 51 (of 114)
error : Call depth : 1
On Sun, 03 Jun 2007 15:01:30 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Sonntag, 3. Juni 2007 schrieb [EMAIL PROTECTED]:
On Sun, 03 Jun 2007 14:54:26 -0400 Roman [EMAIL PROTECTED]
wrote:
On Sun, 03 Jun 2007 14:35:36 -0400 Roman [EMAIL PROTECTED]
wrote:
vs2k5 wrote:
error
On Sun, 03 Jun 2007 15:03:14 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
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:
On Sun, 03 Jun 2007 17:14:51 -0400 Jose Ivey [EMAIL PROTECTED]
wrote:
I can't reproduce this either.
Vs25k: when you clean build and complie, do you first manually
delete all
the the .h and c. script parser files in the win32 directory?
Maybe you have stale lexer libraries
Yes, I do this.
On Sat, 02 Jun 2007 08:07:00 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Samstag, 2. Juni 2007 schrieb [EMAIL PROTECTED]:
I guess even stupid people can fix things? :(
Did someone say that?
--Dennis
Yes, as pointed out by my friend who is on irc channel. :(
--
Click here to find
On Sat, 02 Jun 2007 15:06:01 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Samstag, 2. Juni 2007 schrieb [EMAIL PROTECTED]:
Yes, as pointed out by my friend who is on irc channel. :(
In case you are refering to my talk with Giel:
It was not about you being stupid in any way.
You, just as
On Sat, 02 Jun 2007 16:15:17 -0400 Freddie Witherden
[EMAIL PROTECTED] wrote:
Hi.
Do units carry over rankings? I never notice much difference,
they
die too fast.
I am not sure what you mean by carry over rankings. Could you
elaborate somewhat?
The experience points/rank is what I mean.
On Sat, 02 Jun 2007 16:31:31 -0400 Per Inge Mathisen
[EMAIL PROTECTED] wrote:
On 6/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
So patch good or not?
I am curious as to why it is correct, and what else might break,
not
just whether it fixes the bug. I see that gerard changed it in
r1007:
On Fri, 01 Jun 2007 12:59:37 -0400 Joseph Price
[EMAIL PROTECTED] wrote:
I've been playing around with the package a little more and have
noticed that it needs the win32/ dir etc. when building.
I guess maybe it is best I leave it as it is... sorry for the
noise.
Pricey
I think the win32 is
I guess even stupid people can fix things? :(
Index: src/display3d.c
===
--- src/display3d.c (revision 1430)
+++ src/display3d.c (working copy)
@@ -1614,7 +1614,8 @@
psComp-orientation.y = vecRot.y;
On Fri, 01 Jun 2007 22:30:30 -0400 Jose Ivey [EMAIL PROTECTED]
wrote:
Oops. I accidentally turned on a gateway illustration debug
feature.
Turning it back off...
Would this be a helpful switches to include in the command line or
config
file? It might help people who are designing maps or
On Sat, 02 Jun 2007 00:06:35 -0400 Jose Ivey [EMAIL PROTECTED]
wrote:
-Original Message-
From: vs2k5
In map editor, I think you already see these gateway items?
For AI, I no think it helps, since the map maker must design
map with proper gateway for them to work. Lav_coyote has
Unhandled exception at 0x00558cba in Warzone2100-Dbg.exe:
0xC005: Access violation reading location 0x000a
for (n=0; npPolys-npnts; n++, index++)
{
line 385 crash-- pieVrts[n].sx = scrPoints[*index].x;
+ index 0x000a
On Tue, 29 May 2007 09:34:43 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Dienstag, 29. Mai 2007 schrieb [EMAIL PROTECTED]:
I no sure if I am only one, but game not playable with all
asserts
going off. Would be better to still assert, and then activate a
forced crash so we can find all
On Tue, 29 May 2007 15:51:10 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
For sound crash on double quit (not always crash), the problems
is
that psObj is destoryed before the sound code get chance to
play/remove it.
So psObj is pointing to nothing, but
On Tue, 29 May 2007 16:13:52 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Why that very bad programming style? Once you free pointer, how
else you know it free if no set to NULL?
I usualy know that a pointer is invalid by setting it to NULL.
Yes, so FREE(temp) is really free(temp) temp=NULL;
On Tue, 29 May 2007 18:46:23 -0400 Jose Ivey NO-REPLY.INVALID-
[EMAIL PROTECTED] wrote:
URL:
http://gna.org/bugs/?9237
Summary: errors on MSVC compile svn r1408
Project: Warzone Resurrection Project
Submitted by: urbanvoyeur
Submitted
I no sure if I am only one, but game not playable with all asserts
going off. Would be better to still assert, and then activate a
forced crash so we can find all problems? We need this so we can
get stack dump, to find what is going on.
(in debug builds, so not to mess release builds)
I have
Run-Time Check Failure #1 - A cast to a smaller data type has
caused a loss of data. If this was intentional, you should mask
the source of the cast with the appropriate bitmask. For example:
char c = (i 0xFF);
function.c : psFunction-outputModifier=(UBYTE)outputModifier;
interp.c:
On Wed, 23 May 2007 17:12:02 -0400 Per Inge Mathisen
[EMAIL PROTECTED] wrote:
On 5/23/07, Dennis Schridde [EMAIL PROTECTED] wrote:
Most of these are good, but do we need fixes of this kind?:
- buffer = malloc(bufferSize + sizeof(soundDataBuffer));
+ buffer = (soundDataBuffer*)
Glide again? We need a PR persons to correct this.
http://www.gamershell.com/news/38654.html
This version adds basic map editing ingame, beacons in multiplayer
mode and some UI enhancements
Warzone 2010 is a 3D RTS game developed by Pumpkin Studios and
published by Eidos Interactive in 1999
Error 294 error C2059: syntax error : '{'
\lib\ivis_common\imdload.c 306
poly-normal = (Vector3i){0.0f, 0.0f, 0.0f};
should be broken down into parts to fix.
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On Mon, 21 May 2007 15:44:46 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Mon, 21 May 2007 15:07:04 -0400 [EMAIL PROTECTED] wrote:
Error 294 error C2059: syntax error : '{'
\lib\ivis_common\imdload.c 306
poly-normal = (Vector3i){0.0f,
On Sun, 20 May 2007 15:42:39 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Sonntag, 20. Mai 2007 schrieb Giel van Schijndel:
Some people have reported problems when their transport got
stuck that
they couldn't blow it up. (E.g.
http://wz2100.net/forum/index.php?topic=606.0 )
This is
On Sun, 20 May 2007 15:04:12 -0400 Per Inge Mathisen
[EMAIL PROTECTED] wrote:
On 5/20/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Therefore I propose we do a one time run over the codebase with
a a code
formatter.
You realize that this will screw up svn blame, right? It is an
invaluable
Posted by Dennis Schridde on May 16, 2007 - 20:45:
Am Mittwoch, 16. Mai 2007 schrieb Jose Ivey:
I wonder if this change is the reason background applications like
diskkeeper now cause stuttering/framerate issues in WZ?
If that patch creates problems for you, don't use it. It's as
simple as that.
On Mon, 14 May 2007 23:24:23 -0400 Jose Ivey [EMAIL PROTECTED]
wrote:
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, May 14, 2007 10:56 PM
To: Development list
Subject: Re: [Warzone-dev] All sorts of problems
On
I see code is added for lobby server.
It is stand alone now, will this ever be in wz, or is wz gui first
need to be fix?
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On Sat, 12 May 2007 19:57:31 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Small update, now in sync with r1265. Also hardcoded the FPS
again. This time
to 25 FPS / 40ms.
Anything below 200FPS / 10ms is strongly not recommended. (The
game will not
react anymore.)
--Dennis
You say
Index: Warzone2100.vcproj
===
--- Warzone2100.vcproj (revision 1272)
+++ Warzone2100.vcproj (working copy)
@@ -402,10 +402,6 @@
Name=netplay
in 1272, I notice that on the HQ (top), the area that should be
transparent is not anymore?
Any one notice this? It now is semi-transparent?
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On Sat, 12 May 2007 18:00:55 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Surprise, surprise...
Here comes the final patch for the event based mainloop.
Campaign seems a bit broken...
Please leave your comments.
--Dennis
What broken in campaign mode after this patch?
On Wed, 09 May 2007 06:59:18 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
On 5/8/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
On Tue, 08 May 2007 12:10:10 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
On 5/7/07, Jose Ivey [EMAIL PROTECTED] wrote:
I tried three turrets and ran into an
On Tue, 08 May 2007 12:10:10 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
On 5/7/07, Jose Ivey [EMAIL PROTECTED] wrote:
I tried three turrets and ran into an unhandled exception here
in
actionUpdateDroid from action.c
What kind of the combination you used for the 3 turret droid?
the values
On Sun, 06 May 2007 17:50:50 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Sun, 06 May 2007 17:29:20 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Ok, then we probably don't need CMake. At least not for MacOS.
The current Autotools seem to work quite
On Sun, 06 May 2007 18:08:12 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Sun, 06 May 2007 17:50:50 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Sun, 06 May 2007 17:29:20 -0400 Dennis Schridde
[EMAIL PROTECTED]
On Sun, 06 May 2007 18:33:13 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Montag, 7. Mai 2007 schrieb [EMAIL PROTECTED]:
On Sun, 06 May 2007 18:08:12 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Sun, 06 May 2007 17:50:50 -0400 Giel van Schijndel
Why was this removed?
SDL_Delay(20); //Added to prevent busy loop, and get CPU time
back when paused!
WZ eats all CPU time now, even when paused?
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On Wed, 02 May 2007 14:07:14 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Mittwoch, 2. Mai 2007 schrieb [EMAIL PROTECTED]:
This adds filters to .proj file, so better organize in folders
(filters).
Could you send a file instead?
Thanks,
Dennis
Here it is. Hope it send correct.
--
Click
On Wed, 02 May 2007 14:51:17 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Mittwoch, 2. Mai 2007 schrieb Giel van Schijndel:
Dennis Schridde schreef:
Am Mittwoch, 2. Mai 2007 schrieb Giel van Schijndel:
Dennis Schridde schreef:
Am Mittwoch, 2. Mai 2007 schrieb [EMAIL PROTECTED]:
Why
On Tue, 01 May 2007 01:01:59 -0400 Jose Ivey [EMAIL PROTECTED]
wrote:
Build 1216, Using MSVC and fresh SVN download
1LINK : fatal error LNK1104: cannot open file '.\Debug\pcx.obj'
I tried excluding pcx.c from the build, but that just caused more
problems.
Cleaning also did not help.
You did
On Tue, 01 May 2007 22:20:01 -0400 Jose Ivey [EMAIL PROTECTED]
wrote:
-Original Message-
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, May 01, 2007 3:35 PM
To: Development list
Subject: [Warzone-dev] Pieslicer and PIE question?
I try to compile Pieslicer
On Tue, 01 May 2007 20:17:40 -0400 Jose Ivey [EMAIL PROTECTED]
wrote:
Can we use the pie slicer code?
I think it would be nice to have all known WZ utilities put on svn
to prevents loss of sources like before. We no know how long other
sites will keep pieslicer source up?
That is pie slicer
If you compare original with current version, you can makes very
unbalance units. What can be done about this? Make adding more
weapons much more expensive or make unit fire allot slower, move
slower?
How to decide?
AI no build multiple weapons per unit right?
--
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On Wed, 02 May 2007 00:40:24 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
On 5/1/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
What to do with current networks code in WZ? Try to fix, any
one
good at network code/problems in latency/sych?
Or should we just use game network libs that is
Still trying to compile with mingw/msys.
I now try make -f Makefile.raw and gets this,
mingw32-ar rcv ../libframework.a configfile.o debug.o
exceptionhandler.o frame.o frameresource.o heap.o input.o
resource_parser.tab.o resource_lexer.lex.o strres.o
strres_parser.tab.o
On Sun, 29 Apr 2007 09:54:22 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
Jose Ivey schreef:
I thought GNUWin32 had a tool to download (getnuwin32) all the
latest tools here:
http://sourceforge.net/projects/getgnuwin32
It seemed to work ok for me, though it takes up 200mb+ when you
On Sun, 29 Apr 2007 14:45:34 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Sonntag, 29. April 2007 schrieb [EMAIL PROTECTED]:
.../makerules/configure.mk:1: ../makerules/config.mk: No such
file
or directory
Did that work without -j3? Maybe the raw makefiles don't support
it...
--Dennis
On Sun, 29 Apr 2007 15:42:57 -0400 Jose Ivey [EMAIL PROTECTED]
wrote:
In addition to many warnings I get the following errors when I try
to
compile in MSVC.
c1 : fatal error C1083: Cannot open source file:
'..\lib\ivis_opengl\bspimd.c': No such file or directory
strres_parser.tab.c(874) :
If you get svn 1192, then apply this, and should compile OK now.
Index: Warzone2100.vcproj
===
--- Warzone2100.vcproj (revision 1192)
+++ Warzone2100.vcproj (working copy)
@@ -1,7 +1,7 @@
?xml version=1.0 encoding=Windows-1252?
On Sun, 29 Apr 2007 19:48:17 -0400 Jose Ivey [EMAIL PROTECTED]
wrote:
Build 1202, MSVC
c1 : fatal error C1083: Cannot open source file:
'..\lib\ivis_common\pcx.c':
No such file or directory
Where can I find pcx.c? This is the new png handler, right?
Yes.. remove pcx.c and add png.c
They have
On Sat, 28 Apr 2007 05:27:30 -0400 Per Inge Mathisen
[EMAIL PROTECTED] wrote:
On 4/28/07, [EMAIL PROTECTED] wrote:
Why is debug build no default for building with mingw/msys
/linux?
I think this why people no see asserts! You must do --enable-
debug
now for it to enable debug mode.
IMHO, I
Anyone recall which rev broke colours for star bar? It was
white/grey before, now it strange colors like blue/yellow/white.
The loading bar you see on bottom of screen.
--
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rev 1192:
$ ./autogen.sh
+ checking for xgettext = 0.15 ...
You must have xgettext installed to compile .
Download the appropriate package for your distribution,
or get the source tarball at ftp://ftp.gnu.org/pub/gnu/gettext/
+ checking for msgfmt = 0.15 ...
You must have msgfmt installed to
I do testing to find problems for map asserts, and in test with
lav_coyotes map, the problem is not present in 2.0.2.3. It is
present in rev 457 (so all 2.0?)
//svn.gna.org/svn/warzone/branches/2.0 is wrong someplace.
Also, water is change from blue to yellow/brown colour?
Trunk rev 592 is Bad.
Trying to play test latest (rev 1183), and seem more and more
asserts are present, and must do 'ignore' much more now.
When patch submits, do people test in both MP and SP?
Do even try to research/build units the no cheat way?
Anyone else notice all asserts now play SP game?
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On Thu, 26 Apr 2007 17:56:44 -0400 [EMAIL PROTECTED] wrote:
Trying to play test latest (rev 1183), and seem more and more
asserts are present, and must do 'ignore' much more now.
When patch submits, do people test in both MP and SP?
Do even try to research/build units the no cheat way?
Anyone
Posted by Dennis Schridde on April 24, 2007 - 16:14:
Am Dienstag, 24. April 2007 schrieb kim metcalfe:
did read where a map was requested with certain stuff required..
read the readme inside.
see the pics on the forums.
Nice map.
And nice tileset. :)
I merged all the files into one .wz file (put
This is how to convert normal map WDG to .wz.
Normal in that no custom textures, since that is lots more work.
Need to convert pxc to png, and then lots edit in addon.lev. So
we no do that now. :)
1: get wdgload biglist2.txt that Rodzilla make. He upload on
mailing list.
2: find
On Tue, 24 Apr 2007 16:27:28 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Dienstag, 24. April 2007 schrieb [EMAIL PROTECTED]:
This is how to convert normal map WDG to .wz.
Normal in that no custom textures, since that is lots more work.
Need to convert pxc to png, and then lots edit in
On Mon, 23 Apr 2007 08:53:38 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
On 4/22/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
Angus Lees schreef:
On 4/23/07, *Per Inge Mathisen* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
On 4/23/07, Giel van Schijndel [EMAIL PROTECTED]
On Mon, 23 Apr 2007 03:31:47 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
Angus Lees schreef:
On 4/23/07, *Per Inge Mathisen* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
On 4/23/07, Giel van Schijndel [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
wrote:
* Use a variable sized array
On Mon, 23 Apr 2007 15:40:54 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Mon, 23 Apr 2007 08:53:38 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
ofcourse we should,many users including myself uses MSVC to
compile,and I
couldnt recall any free
On Mon, 23 Apr 2007 16:24:29 -0400 Gerard Krol
[EMAIL PROTECTED] wrote:
This is interesting, in C++ mode MSVC seems to be almost C99
compatible:
http://groups.google.nl/group/comp.lang.c/browse_thread/thread/dbb0
628227294c59/231a8816e8e87e3e
Could someone test this?
- Gerard
Yes, simple
On Mon, 23 Apr 2007 18:21:13 -0400 Angus Lees [EMAIL PROTECTED]
wrote:
On 4/23/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
On Mon, 23 Apr 2007 09:42:23 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
Angus Lees schreef:
So after about a year of learning and coding (I knew nothing
On Sun, 22 Apr 2007 10:32:41 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Sonntag, 22. April 2007 schrieb Giel van Schijndel:
Dennis Schridde schreef:
As seen by several people now. Fix unknown.
Reference topic: http://wz2100.net/forum/index.php?topic=461.0
Cause is unknown as well
Nobody commit these yet again? Something wrong with them?
This fix crash compile on MSVC
Index: lib/ivis_common/pcx.c
===
--- lib/ivis_common/pcx.c (revision 1162)
+++ lib/ivis_common/pcx.c (working copy)
@@ -27,8
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