On Sun, 22 Apr 2007 17:54:05 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
Nobody commit these yet again? Something wrong with them?
This fix crash compile on MSVC
Index: lib/ivis_common/pcx.c
I find why it mess up, it uses uninitialized variable.
I do not know why this happens, yet.
If you start game, and just keep hit ESC fast, you will see the
assert. This is fastest way to see error. This is with latest SVN
1162.
This was not this way before, look at 2.0.2.3, and it is OK for
On Sun, 22 Apr 2007 17:58:22 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
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
error : Error while processing audio context: Invalid Name
warning : loadFile2: optional file sequenceaudio/cam1/cam1.txt
could not be opened: The system cannot find the file specified.
error : sound_StopTrack: sample 4294967295 out of range
error : Assert in Warzone:
On Fri, 20 Apr 2007 16:52:26 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Freitag, 20. April 2007 schrieb [EMAIL PROTECTED]:
error : Error while processing audio context: Invalid Name
warning : loadFile2: optional file sequenceaudio/cam1/cam1.txt
could not be opened: The system cannot
Get crash when hit f10 key.
Also, need to change in pcx.c
//static const size_t PNG_BYTES_TO_CHECK = 4;
#define PNG_BYTES_TO_CHECK 4
to compile in MSVC.
It create the screenshot, but on cleanup it crash.
Also, this still need:
#ifdef WZ_CC_MSVC
#define PACKAGE
#define LOCALEDIR
#endif
in
On Wed, 18 Apr 2007 15:59:57 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Mittwoch, 18. April 2007 schrieb [EMAIL PROTECTED]:
Get crash when hit f10 key.
Which revision are you using?
1143 now (just got it) same thing.
--
Tired of your day job? Love design style? Train to be an
On Wed, 18 Apr 2007 16:13:11 -0400 [EMAIL PROTECTED] wrote:
On Wed, 18 Apr 2007 15:59:57 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Mittwoch, 18. April 2007 schrieb [EMAIL PROTECTED]:
Get crash when hit f10 key.
Which revision are you using?
1143 now (just got it) same thing.
This fix
gateway.c:
void gwFreeEquivTable(void)
{
SDWORD i;
if (aNumEquiv)
{
free(aNumEquiv);
}
aNumEquiv 0x0433daf8 Bad Ptrunsigned char *
So it crash on free()...
1143 version code.
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Click for free info on getting an MBA and make $200K/
On Wed, 18 Apr 2007 17:18:57 -0400 [EMAIL PROTECTED] wrote:
gateway.c:
void gwFreeEquivTable(void)
{
SDWORD i;
if (aNumEquiv)
{
free(aNumEquiv);
}
aNumEquiv 0x0433daf8 Bad Ptrunsigned char *
So it crash on free()...
1143 version code.
I
On Wed, 18 Apr 2007 17:27:58 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
This fix screenshot code. It no crash no more here.
How this no crash on linux?
Actually it _does_ crash on GNU/Linux, it however does _not_ crash
with
libpng1.2.15 (you are probably
Index: main.c
===
--- main.c (revision 1143)
+++ main.c (working copy)
@@ -422,6 +422,10 @@
#else
debug( LOG_WZ, Warzone 2100 - Version %s - Built %s, VERSION,
__DATE__ );
#endif
+#ifdef WZ_CC_MSVC
+#define
On Mon, 16 Apr 2007 04:14:26 -0400 Kamaze [EMAIL PROTECTED]
wrote:
Mhm,... well,... i have the most tracks in mp3.
Sure, i can easiely convert them to ogg, that would be no problem.
But i think the most have MP3 files so i think we should leave it
for
the first or make it optional for compile
On 4/7/07, Dennis Schridde [EMAIL PROTECTED] wrote:
Patch from Noid posted on forums:
http://wz2100.net/forum/index.php?topic=291.0
---
Forgots to ask, is this Dion Mendel (noid) ? He originals member?
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On Thu, 05 Apr 2007 07:07:05 -0400 Constantine Pokrovsky
[EMAIL PROTECTED] wrote:
On Thu, Apr 05, 2007 at 12:15:37PM +0200, Gerard Krol wrote:
Constantine Pokrovsky wrote:
Hi. I have reversed the video decompressor. Please, give me
some
information how to implement the rendering mechanism in
On Wed, 04 Apr 2007 20:40:24 -0400 Markus NO-REPLY.INVALID-
[EMAIL PROTECTED] wrote:
URL:
http://gna.org/bugs/?8855
Summary: sound is offline every time I load a
game I had
begun before
Project: Warzone Resurrection Project
Submitted by: omikronman
On Thu, 05 Apr 2007 16:29:38 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Wed, 04 Apr 2007 20:40:24 -0400 Markus NO-REPLY.INVALID-
[EMAIL PROTECTED] wrote:
URL:
http://gna.org/bugs/?8855
Summary: sound is offline every time I load a
On Tue, 03 Apr 2007 04:58:15 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
On 4/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
On Mon, 02 Apr 2007 04:26:39 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
this problem usually happens when objects are incompatible with
each
other,try doing a
On Tue, 03 Apr 2007 07:21:29 -0400 Gerard Krol
[EMAIL PROTECTED] wrote:
I had this too, but not anymore with the old memory system ripped
out.
Could you try current svn trunk and see if the crash still occurs?
- Gerard
Yes, this is what I use.
http://svn.gna.org/svn/warzone/trunk
--
Click for
On Tue, 03 Apr 2007 13:15:42 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Tue, 03 Apr 2007 07:21:29 -0400 Gerard Krol
[EMAIL PROTECTED] wrote:
I had this too, but not anymore with the old memory system
ripped out.
Could you try current svn trunk and see
On Mon, 02 Apr 2007 04:26:39 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
this problem usually happens when objects are incompatible with
each
other,try doing a cleanup and full-recompile and see if this cures
the
problem.It might be a bug if cleanup and full-recompile dont fix
it...
Did a
On Mon, 02 Apr 2007 04:54:08 -0400 The Watermelon
[EMAIL PROTECTED] wrote:
Personally I dont think increasing geometry complexity will make
warzone
look any better,and we dont have enough artists to redone all
units and
buildings from scratch in another format,the warzone renderer
engine
Tried 2 times, both times it crash same place.
in treap.c line 314:
switch (cmp(key, psRoot-key))
key 0x0013eef4 void *
psRoot-key 0x000c void *
Crash in cmp...because psRoot-key is invalid.
Stack dump:
I try catch up to warzone chat log, and other warzone site wztoy is
also down?
They are on same server, so we lose them?
I find most talk happens on irc, not dev list, so anyone have
mirror of logs?
http://www.coppercore.net/~wztoys/modules/news/ 404 error.
The requested URL
On Sat, 24 Mar 2007 13:53:32 -0400 Per Inge Mathisen
[EMAIL PROTECTED] wrote:
The attached giant patch adds gettext support for Warzone, and the
beginnings of a Norwegian translation.
There are a number of caveats: It moves all strings defined in the
C
code back into the C files using gettext
On Fri, 16 Mar 2007 22:03:03 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Fri, 16 Mar 2007 19:04:01 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Freitag, 16. März 2007 schrieb [EMAIL PROTECTED]:
I download ubuntu edgy 6.10 to see warzone on
On Sat, 17 Mar 2007 13:18:44 -0400 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
In openWarzoneKey(), if registry_load() fails, it should init
the
config file yes?
I'm assuming yes, it should fill the config file with default
values
then. Still looking into that
Ok, I fixed this.
Will upload patch in 1 min.
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Warzone-dev@gna.org
On Sat, 17 Mar 2007 14:12:09 -0400 [EMAIL PROTECTED] wrote:
Ok, I fixed this.
Will upload patch in 1 min.
No, my patch not work right. Will have to look at it again when I
gets back. Sorry about this.
--
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Here is patch. Works on windows. Going to reset to linux to test.
Should work now for both.
I added resetConfig() routine, but I am not sure of default case
should be?
Index: lib/framework/configfile.c
===
---
On Sat, 17 Mar 2007 18:05:38 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Samstag, 17. März 2007 schrieb Dennis Schridde:
Am Samstag, 17. März 2007 schrieb [EMAIL PROTECTED]:
Here is patch. Works on windows. Going to reset to linux to
test.
Should work now for both.
I added
On Sat, 17 Mar 2007 19:59:38 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Well, loadConfig should do the initialization...
And for loadConfig it should *NOT* matter whether the config
file was found
or not... Even if it is of size 0, it should still init
correctly. And it
does so here.
I download ubuntu edgy 6.10 to see warzone on its.
I do compile as COMPILE file say.
Then do make install.
When game run, I get,
error: Registry file config is empty!
Saved dump file to '/tmp/warzone2100.gdmp'
Segmentation fault (core dumped)
How fix this ?
--
Click to become a massage
On Fri, 16 Mar 2007 19:04:01 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Freitag, 16. März 2007 schrieb [EMAIL PROTECTED]:
I download ubuntu edgy 6.10 to see warzone on its.
I do compile as COMPILE file say.
Then do make install.
When game run, I get,
error: Registry file config
On Fri, 16 Mar 2007 19:04:01 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
1st: Send the dumpfile it speaks about.
2nd: Send the core file if possible (ziped since it may be large)
3rd: This bug is supposed to show up only on Windows...
4th: Check whether the config file is really emtpy
5th:
I compile with --enable-debug now. I do not find core dump file?
error: Registry file config is empty!
error: strresLoadFixedID: Invalid string res pointer
error: Assert in Warzone: strres.c:358 : strresGetString
(PTRVALID(psRes, sizeof(STR_RES))), last script event: ''
On Sun, 11 Mar 2007 17:02:36 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Sonntag, 7. Januar 2007 schrieb Dennis Schridde:
Author: devurandom
Date: Sun Jan 7 14:16:02 2007
New Revision: 603
URL: http://svn.gna.org/viewcvs/warzone?rev=603view=rev
Log:
Patch by Shurcool: Selection Box:
On Thu, 08 Mar 2007 05:51:43 -0500 anonymous NO-REPLY.INVALID-
[EMAIL PROTECTED] wrote:
Details:
Unless there is plan to have incompatible save games between 2.0.5
and trunk,
the changes in SAVE_MOVE_CONTROL need to be versioned.
Troman said that the save games will break in latest version
On Tue, 06 Mar 2007 03:41:07 -0500 Giel van Schijndel
[EMAIL PROTECTED] wrote:
On Mon, 5 Mar 2007 19:43:03 +0100, Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Montag, 5. März 2007 schrieb [EMAIL PROTECTED]:
On Mon, 05 Mar 2007 09:58:24 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Hello!
I
On Mon, 05 Mar 2007 09:58:24 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Hello!
I just got the idea to bundle map_pack.wz with 2.0.6...
What do you think about it?
This would affect the Windows installer and probably the Linux
installer.
Uncompressed size: 17MB Compressed size: 1,7MB
As we
On Sun, 04 Mar 2007 05:26:09 -0500 Gerard Krol
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] wrote:
The patch in 835 which is (i think),
pimemode.c:void pie_ScreenFlip(CLEAR_MODE clearMode)
if (screen_GetBackDrop()) { screen_Upload(NULL);}
Is wrong.
I don't hope so, that was my first
On Sun, 04 Mar 2007 15:35:09 -0500 Gerard Krol
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] wrote:
On Sun, 04 Mar 2007 05:26:09 -0500 Gerard Krol
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] wrote:
I'm having no problems with GNA here, but maybe they are
already
over.
The only
I have bad luck. Everytime I try to do update or show log, I get
Malformed network data error. That is bad error name for server
too busy :(
Was this reason why move from berlios?
https://mail.gna.org/public/help/2006-02/msg00097.html
When the server load reach a certain point, svnserve
The patch in 835 which is (i think),
pimemode.c:void pie_ScreenFlip(CLEAR_MODE clearMode)
if (screen_GetBackDrop()) { screen_Upload(NULL);}
Is wrong.
This breaks shadows backdrops. You can tell instant at CAM_3A.
I can not check if loop.c is wrong, GNA is too busy and can not do
On Fri, 02 Mar 2007 03:26:59 -0500 Per Inge Mathisen
[EMAIL PROTECTED] wrote:
On 3/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Before the hardcode of 512, it was change to
BACKDROP_HACK_WIDTH,
and BACKDROP_HACK_HEIGHT (which still is 512).
In code below this with
Error 424 error C2065: 'programVersion' : undeclared identifier
exceptionhandler.c 51
What/where should this be defined?
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Before the hardcode of 512, it was change to BACKDROP_HACK_WIDTH,
and BACKDROP_HACK_HEIGHT (which still is 512).
In code below this with
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(255, 0);
On Sun, 25 Feb 2007 08:46:16 -0500 Linas Žvirblis
[EMAIL PROTECTED] wrote:
http://img241.imageshack.us/img241/8340/novideoiy1.jpg
My idea is to display image for no video.
I like the image, but maybe it should not contain Video file not
available. text? Sure, there is no video file, but
I can not even reads the text that should be in Warzone crashed
unexpectedly, would you like to save a diagnostic file? When it
crash.
I just get a bunch of sqaure characters.
Another problem is it is hardcoded to use c:\temp even if there is
no c:\temp!
Then I assume I get message of Failed
On Sun, 25 Feb 2007 10:52:30 -0500 Kamaze [EMAIL PROTECTED]
wrote:
I dislike the images on the right. And it looks a bit squeezed O_o
So, i would prefeer just the Neutrum or Atomic intelligence
symbol :)
I just did a quick file for testing.
I hope someone will fix/make better.
Whoever does
Is skybox too high? On some levels, I have to scroll far back to
see, and then I see shadows under terrain. I think they are no
cliped by terrain tiles ?
This show it,
http://img171.imageshack.us/my.php?image=wz2100shot001oe4.jpg
I forgot to tell other time, but why is warzone saving
On Sat, 24 Feb 2007 18:28:26 -0500 Kamaze [EMAIL PROTECTED]
wrote:
D:\MinGW\bin\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.ex
e:
cannot find -ldbghelp
Me neither, lovely ld.exe :(
And now?
- Kamaze
You need this,
http://msdn2.microsoft.com/en-us/library/ms680360.aspx
Redistributable
Using latest svn, I notice that on menu screen, where you pick
map/player for multiplayer/skirmish games, on right side where
show version, it get corrupted if you hover mouse over one of the
options like power, and it displays low/medium/high, the version is
then replaced with corruption.
Flex/Bison do generate these correct? But with clean install of
latest svn, I get the following. This is with MSVC.
strres_parser.tab.h': No such file or directory
script_parser.tab.h': No such file or directory
scriptvals_parser.tab.h': No such file or directory
script_parser.tab.h':
On Tue, 20 Feb 2007 20:13:56 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Mittwoch, 21. Februar 2007 schrieb [EMAIL PROTECTED]:
Flex/Bison do generate these correct? But with clean install of
latest svn, I get the following. This is with MSVC.
strres_parser.tab.h': No such file or
They are all generated. They were named without the .tab
previously.
(I added it to make it easier to delete the autogenerated files.)
--Dennis
I forgot the log:
Generating parser based on grammar...
Generating lexical analyser...
Generating parser based on grammar...
On Tue, 20 Feb 2007 20:54:19 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
They should be created in the directory of the project file or a
subdirectory... (If you copied over the project file or solution
(eg. to save
it from modifications in SVN) those files will not be in the
directory
I found the issue, you do not have correct flags for [release]
build [debug] build. If you do release build, then it fails like
I said. If debug, then works OK, since comand line then is change
to:
bison.exe -b scriptvals_parser -d -p scriptvals_parser
...\src\scriptvals_parser.y
When view briefings, the background is orange type colour. When
you hover mouse pointer over a icon, then it changes to black
background colour, and then back to orange when you move pointer
away from a button/icon.
The text corrution is now fixed.
Thanks. :)
--
Click for free quote on
On Mon, 19 Feb 2007 05:00:08 -0500 Giel van Schijndel
[EMAIL PROTECTED] wrote:
On Mon, 19 Feb 2007 01:32:53 -0500, [EMAIL PROTECTED] wrote:
I think we need to add fflush() to the output routines for
stderr.txt stdout.txt. This because on crash, those do not
get
written, so we don't have
I finally manage to get original game.
I put all *.rpl files in correct place, but all versions on gna, no
audio support.
I try 2.0.2.3, 2.0.2.2, 2.0.2.1 from berlios, and those all work.
Was change by design, or is a bug someplace?
--
Click for home mortgage, fast free, no lender fee,
On Sun, 18 Feb 2007 11:53:05 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
Well, I did not have to work with OpenGL for long to learn the
hard
way that statements of the form it makes sense, so it must be
faster
often mean absolutely nothing in practice. Did you try this
isolated
from
This is the first time I have seen this message,
I get this:
error: Error while processing audio context: Invalid Name
error: OpenAL Vendor: NVIDIA Corporation
OpenAL Version: OpenAL 1.0
OpenAL Renderer: Hardware
OpenAL Extensions: EAX2.0
I added the PrintOpenALVersion() as seen below.
On Sat, 10 Feb 2007 15:51:59 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
I noticed the textures in wz are abit 'blur',so I tried to sharpen
texture
png's with gimp's sharpen filter,it does look a bit better but it
also runs
significantly slower on my pc =(
Why would run slower? You can
Who made the changes in this part/file ?
It crashes when you load a level now :(
==
//if (psStats-numWeaps == 0 psStats-pSensor != NULL)
if (psStats-psWeapStat == NULL psStats-pSensor != NULL)
{
mask =
On Tue, 06 Feb 2007 17:57:32 -0500 [EMAIL PROTECTED] wrote:
Who made the changes in this part/file ?
It crashes when you load a level now :(
==
//if (psStats-numWeaps == 0 psStats-pSensor != NULL)
if (psStats-psWeapStat == NULL psStats-pSensor !=
NULL)
On Tue, 06 Feb 2007 18:09:18 -0500 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
Who made the changes in this part/file ?
It crashes when you load a level now :(
As for that ^^ I'm not sure what line numbers you are referring
to, so I
took a guess: 916-926 of r714.
On Sat, 03 Feb 2007 14:51:55 -0500 Kamaze [EMAIL PROTECTED]
wrote:
This is for all:
If you quote a full message,
*PLEASE* place the quote *UNDER* your text.
And if you quote some parts, please cut it as needed...
It is just annoying to scroll down to read the _new_ content... :(
Thanks to
On Wed, 31 Jan 2007 15:38:15 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Dienstag, 30. Januar 2007 schrieb [EMAIL PROTECTED]:
I did a clean install of everything, and when I went back to
redownload warzone, it seems that the devpkg files are only
there
for mingw? Before, there were
On Wed, 31 Jan 2007 17:41:26 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Mittwoch, 31. Januar 2007 schrieb [EMAIL PROTECTED]:
On Wed, 31 Jan 2007 15:38:15 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Dienstag, 30. Januar 2007 schrieb [EMAIL PROTECTED]:
I did a clean install of
I did a clean install of everything, and when I went back to
redownload warzone, it seems that the devpkg files are only there
for mingw? Before, there were ones for VC 2005. VC2005 can't use
..a files, it is wrong format.
Where did those get moved to on the GNA site?
Concerned about
On Sun, 28 Jan 2007 11:04:06 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
I checked 3 open-source graphics engine,seems most of them are not
suitable
for warzone:
1.OGRE:
too big and complex,almost every source file is hundreds KBs
weight and OGRE
doesnt provide binaries like other engine,so
On Sun, 28 Jan 2007 13:53:19 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Sonntag, 28. Januar 2007 schrieb [EMAIL PROTECTED]:
Fixing it how though? Using DisplayLists? Using shaders? OpenGL
1.1 or 2.x? Either way, it is big job.
If add multipass normal maps/shaders for better gfx,
http://www.gamershell.com/news/35836.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 for both PC and PlayStation.
A fan group called
On Tue, 23 Jan 2007 10:27:29 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
On 1/23/07, Dennis Schridde [EMAIL PROTECTED] wrote:
Am Montag, 22. Januar 2007 21:47 schrieb The Watermelon:
Couldnt separate them into smaller patches because the changes
'twisted'
alot...sorry for the huge patch.
On Sat, 20 Jan 2007 04:28:51 -0500 Troman [EMAIL PROTECTED] wrote:
Are you refering to the gate mod we did with Elric back in the
Pumpkin-2
times? If yes it won't work without source changes unfortunately.
Gates would be very nice indeed and they do work well for human
players, but
it's
I got chance to play this wdgload utility Rodzilla sent, but I have
question on conversions.
I found a file called effects.wdg, and ran the wdgload on it, and
it made a zip file with the information in it.
There some files named strange like bd486b8 they seem to be
binary?
I then happen to
On Fri, 19 Jan 2007 19:40:08 -0500 Christian Ohm [EMAIL PROTECTED]
wrote:
On Friday, 19 January 2007 at 14:19, [EMAIL PROTECTED] wrote:
I got chance to play this wdgload utility Rodzilla sent, but I
have
question on conversions.
I found a file called effects.wdg, and ran the wdgload on it,
On Mon, 15 Jan 2007 01:43:34 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
Finished features:(need a mod to test)
1.limited ammo for weapons(new field called numMags in
weapons.txt)
2.numMags property in droid struct(stores the amount of ammo of a
rearm
droid carries)
3.rearm centre(auto-rearm
On Mon, 15 Jan 2007 14:26:20 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Hi!
I wanted to commit the copyright headers to the sourcecode files,
which I
forgot for 2.0.5, but I noticed that they say:
Copyright (C) 2005-2007 Warzone Resurrection Project
Now the problem is that 2005 there was
Take a look at this one:
Call Of Duty: Finest Hour - The Contract
http://gamasutra.com/features/20070112/spark_01.shtml
Just shows all the legal issues. I wonder if Pumpkin's contract
with Eidos was the same?
Thought it would be a good read, though not warzone related at all.
Concerned
On Sat, 06 Jan 2007 19:11:20 -0500 Giel van Schijndel
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
On Sat, 06 Jan 2007 06:53:04 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Samstag, 6. Januar 2007 07:00 schrieb [EMAIL PROTECTED]:
I doubt anyone has even looked at that
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. :)
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
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
devurandom wrote in the forums:
It seems as another discussion rises again: Shall I compile with
MSVC and force our users to install the MSVC redist or shall I
compile with GCC and be not able to use Microsoft Windows Debug
Reports... *umpf*
I don't know why you wouldn't want to use the
I see the problem has been solved, but I am unsure how it was
solved.
Can you clear up what Rman Virgil said? He has unique writing
style that messes with my head. ;)
* 1st: I cannot use the same directory struct recommended that
apparently works for you Lav.
* With a simple change it all
On Wed, 03 Jan 2007 18:30:41 -0500 Giel van Schijndel
[EMAIL PROTECTED] wrote:
Giel van Schijndel schreef:
[EMAIL PROTECTED] schreef:
This is nothing new is it? Lots of functions also can't tell
if
something is invalid, and that is why 99.9% of all the ones I
have
see require you to
On Wed, 03 Jan 2007 19:07:05 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Donnerstag, 4. Januar 2007 00:42 schrieb [EMAIL PROTECTED]:
devurandom wrote in the forums:
It seems as another discussion rises again: Shall I compile
with
MSVC and force our users to install the MSVC redist or
On Mon, 01 Jan 2007 13:10:14 -0500 Troman [EMAIL PROTECTED] wrote:
Devurandom, I think I tested this patch throughly enough with all
in all
more than a day dedicated to reviewing and testing. Whenever I
make mistakes
and we are not making something of nothing I'm ready to stand to
them, but I
DevUrandom wrote:
I still believe that changing all '\' to '/'will also have changed
some binary code or Windows filesystem related code...
Someone might want to decompile it... What language did you say it
was written in? Do we know which compiler created the code?
Huh? The paths were stored
On Sun, 31 Dec 2006 19:19:06 -0500 Giel van Schijndel
[EMAIL PROTECTED] wrote:
On Mon, 1 Jan 2007 0:59:12 +0100 [EMAIL PROTECTED] wrote:
On Sun, 31 Dec 2006 06:11:07 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
Did you remove the hardcoded framerate of 60 before?
Otherwise you will
On Wed, 27 Dec 2006 14:53:20 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Quote from: Piotr Szulczewski
I am a http://gamersunited.eu webmaster [...]
my e-mail is: piotr botul pl
My review of the newly modifyed WZ2100 is here:
http://gamersunited.topworld.org/warzone2.htm
That review
I saw in the forums that the files produced by the 32bitEditWorld
needs fixing since the change from \ to /. I see that I can change
\ to / using a hex editor, but I have no easy way to distribute the
fixed file.
Anyone know of a easy way to do this? Can SVN handle binary
changes if EW was
Anyone have a program that reads in WZ's .mdb file?
I am pretty sure they used that to make the other files
(weapons.txt) and so on.
I know it is a database file, but the programs I tried can't read
all the info, so I am assuming since it is so old, that it must run
on one of the first
On Mon, 25 Dec 2006 18:23:53 -0500 Christian Vest Hansen
[EMAIL PROTECTED] wrote:
It's an MS Access database file. Try using OpenOffice Base (the
newest
version, preferably) or *gasp* MS Access.
But I looked at it once a couple of years ago, and I didn't like
what I saw.
I was thinking of
On Wed, 13 Dec 2006 05:32:25 -0500 Christian Ohm [EMAIL PROTECTED]
wrote:
On Wednesday, 13 December 2006 at 0:38, [EMAIL PROTECTED] wrote:
On Tue, 12 Dec 2006 19:50:00 -0500 Christian Ohm
[EMAIL PROTECTED]
wrote:
What is the float issue? I must have missed this? All compilers
follow the
On Tue, 12 Dec 2006 18:17:22 -0500 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Dienstag, 12. Dezember 2006 23:24 schrieb [EMAIL PROTECTED]:
You want to know what takes up all the time in WZ? Well, here
is
the data.
This was just starting a campaign and building the HQ and other
buildings,
Who is in charge of the IRC bot?
Seems to be broken?
Or did the URL change again?
http://bsd.kwzs.be/~bot/logging-beta3.php Is the one I was using,
but for past week, nothing is showing?
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On Thu, 07 Dec 2006 00:58:17 -0500 Ranger Joe [EMAIL PROTECTED]
wrote:
Hi,
I can't seem to be able to register on realtimestrategies.net - I
still
haven't got the confirmation email over a period of several days.
So I'm
posting here.
The new forum home is at http://wz2100.net/
In any case,
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