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); > -- Click for discounts on fashionable Italian charm bracelets http://tagline.hushmail.com/fc/Ioyw6h4eoPwtO3GMiQGPBpMEP1n8mX1TVfxud9hyiClzZdGgPNytf4/ _______________________________________________ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev