Any response to these patches?

When apply patch to fix bug #9235 (below), you see, multiple runs 
of game will show a huge memory leak.  Looking at windows task 
manager while game is running, and quit out of skirmish (or mp 
game), then again run, and quit, and run, I see that all memory 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, but this small price to pay 
>instead of crashing out of game. Code is just comment out, until 
>you devs decide what best way to fix using static local vars.  I 
>have no heard any response when ask.  I think it better to do this 
>
>then crash in game when read details on #9235.
>Next small patch fix Vector3i use instead of Vector3f.  Both 
>parameters is Vector3f. 
>
>
>
>
>
>Index: data.c
>===================================================================
>
>--- data.c     (revision 1591)
>+++ data.c     (working copy)
>@@ -932,8 +932,10 @@
>       }
>       if (Tpage->Palette != NULL)
>               free(Tpage->Palette);
>+               
> 
>       free(Tpage);
>+      Tpage=NULL;
> }
> 
> 
>Index: display3d.c
>===================================================================
>
>--- display3d.c        (revision 1591)
>+++ display3d.c        (working copy)
>@@ -1522,7 +1522,8 @@
>                       psComp->orientation.y = vecRot.y;
>                       psComp->orientation.z = vecRot.z;
> 
>-                      renderAnimComponent( psComp );
>+                      bucketAddTypeToList( RENDER_ANIMATION, psComp );//This 
>needed 
>to correctly draw ANIM frame.
>+//                    renderAnimComponent( psComp );//we no want to draw base 
>on 
>position!
>               }
>       }
> }
>@@ -2430,9 +2431,9 @@
>       UDWORD                  buildingBrightness, specular;
>       // 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};
>-      iIMDShape *originalDirection;
>+      iIMDShape *originalDirection=NULL;
> 
> 
>       if(psStructure->visible[selectedPlayer] || godMode || 
>demoGetStatus())
>@@ -2533,6 +2534,7 @@
>               temp = imd->points;
> 
>               // now check if we need to apply the wall hack
>+/*
>               if ( psStructure->direction > 0 && psStructure->pStructureType-
>>type == REF_WALL )
>               {
>                       // switch them
>@@ -2546,7 +2548,7 @@
>                               directionSet[(int)psStructure->direction / 90 - 
> 1] = TRUE;
>                       }
>               }
>-
>+*/
>               flattenImd(imd, structX, structY, psStructure->direction );
> 
>               /* Actually render it */
>@@ -3984,7 +3986,7 @@
>       ASSERT( imd->npoints < iV_IMD_MAX_POINTS, "flattenImd: too many 
>points in the PIE to flatten it" );
> 
>       /* Get a copy of the points */
>-      memcpy(alteredPoints, imd->points, imd->npoints * 
>sizeof(Vector3i));
>+      memcpy(alteredPoints, imd->points, imd->npoints * 
>sizeof(Vector3f));//was Vector3i
> 
>       /* Get the height of the centre point for reference */
>       centreHeight = map_Height(structX,structY);
>

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