On 4/29/07, The Watermelon [EMAIL PROTECTED] wrote:
Attached fixed projfix13a and the fixes for flattenimd crash which was
reported in forum a few days ago.
Here is a reworked version of the patch for the flattenimd issue.
There were some problems with switching MAX/MIN and missing -1 for
On 4/29/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
On 4/29/07, The Watermelon [EMAIL PROTECTED] wrote:
Attached fixed projfix13a and the fixes for flattenimd crash which was
reported in forum a few days ago.
Here is a reworked version of the patch for the flattenimd issue.
There were
Forgot to include projectile.c changes in projfix13d,fixed version:
projfix13e.patch
Description: Binary data
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You can always do the cheap rectangular hit box check first, and then only
do the radius check if that indicates a possible hit - should be fairly
cheap since most objects are going to be clear misses (until you start
lobbing nukes from your 3 turret mega-units). Basic clipping-style tests.
Am Mittwoch, 29. November 2006 07:25 schrieb zz zz:
This is not really your definition of square is it? ;)
+radSquared = psStats-radius * psStats-radius *
psStats-radius;
that is radCuded,to save a temporary variable in that function,I used the
same variable name for radSquared
On 11/29/06, Dennis Schridde [EMAIL PROTECTED] wrote:
What I just thought of (totally off topic): Does perhaps GL offer some way of
doing vector math like this? (Add 2 vectors and calculate it's length.)
No, but you can abuse shaders to do it, if you are really desperate
for more speed ;-)
On 11/29/06, zz zz [EMAIL PROTECTED] wrote:
Again just curious: When I thought about an own engine (a long while ago)
I
had the idea to use hitbubbles instead of hitboxes, so I don't need to
check whether something is between all sides of the box, but only need to
compare the distance to the
zz zz schreef:
List of fixes:
1.Fixed a crash when firing the 2nd/3rd indirect weapon in combFire in
combat.c.
2.Fixed target prediction finally(confused by x,y,z in pie and x,y,z
in game and swapped the sin and cos and never thought droid-sMove.dir
is in degree's ...) AA weapons can hit
zz zz schreef:
List of fixes:
1.Fixed a crash when firing the 2nd/3rd indirect weapon in combFire in
combat.c.
2.Fixed target prediction finally(confused by x,y,z in pie and x,y,z
in game and swapped the sin and cos and never thought droid-sMove.dir
is in degree's ...) AA weapons can hit
When applying your patch I'm getting compiler errors, these to be precise:
feature.h: In function `void proj_ImpactFunc(PROJ_OBJECT*)':
feature.h:54: error: too many arguments to function `BOOL
featureDamage(FEATURE*, UDWORD, UDWORD)'
projectile.c:2081: error: at this point in file
zz zz schreef:
When applying your patch I'm getting compiler errors, these to be
precise:
feature.h: In function `void proj_ImpactFunc(PROJ_OBJECT*)':
feature.h:54: error: too many arguments to function `BOOL
featureDamage(FEATURE*, UDWORD, UDWORD)'
projectile.c:2081: error: at this
Am Dienstag, 28. November 2006 12:53 schrieb zz zz:
List of fixes:
1.Fixed a crash when firing the 2nd/3rd indirect weapon in combFire in
combat.c.
2.Fixed target prediction finally(confused by x,y,z in pie and x,y,z in
game and swapped the sin and cos and never thought droid-sMove.dir is in
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