[Warzone-dev] 7zip instead of zip for the *.wz archives.
I just read a bit about PhysFS und looked into the trunk. And what must i read? 7zip support added, written by Dennis Schridde :) Then, why not use 7Zip/LZMA instead of a normal zip archive? - Kamaze ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Crashes
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 anything to show. This on windows. Anyone against this? It will not slow game down much, and this is only written on errors. Well I'd say give it a shot if you want to, though I'm not sure the slow down will be acceptable. Especially since fflush just blocks the current thread (we only have one AFAIK) until I/O operations are finished. Also on GNU/Linux (maybe Windows as well?) writing a newline char (\n) to any pipe (e.g. stderr, stdout) results in an automatic fflush call. On line 1419 of scriptfunc.c it crashes on mission 3. ASSERT( FALSE, scrRemoveMessage:cannot find message - %s, psViewData-pName ); return FALSE; Also getting many errors now, usually openAL, same type before. If no crash, then log is over 400k! What revision and branch (e.g. branches/2.0/ or trunk/) are you using? PS I used my wrong mail identity for last reply to the mailinglists, hope it doesn't confuse anybody to bad. -- Giel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 7zip instead of zip for the *.wz archives.
On Mon, 19 Feb 2007 10:28:12 +0100, Kamaze [EMAIL PROTECTED] wrote: I just read a bit about PhysFS und looked into the trunk. And what must i read? 7zip support added, written by Dennis Schridde :) Then, why not use 7Zip/LZMA instead of a normal zip archive? Sounds good to me. The only concern I have here is wether the speedloss of uncompressed zip vs LZMA will be acceptable, when compared with compressed zip it'll probably be a small, negligable difference. -- Giel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Approaching Version 2.0.6
Am Samstag, 17. Februar 2007 schrieb kim metcalfe: ok here is the latest stats on the documents project... and as the WZ2100R project goes along - it will be added to. you have a mailbox you want it sent to - or can i upload to a site using ftp. Kamaze: Can you setup a FTP account for Kim, so he can upload that file onto the server? Otherwise send it to dschridde ... gmail ... com --Dennis pgp09tbg2v8pv.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 7zip instead of zip for the *.wz archives.
Am Montag, 19. Februar 2007 schrieb Kamaze: I just read a bit about PhysFS und looked into the trunk. And what must i read? 7zip support added, written by Dennis Schridde :) Hehe... Then, why not use 7Zip/LZMA instead of a normal zip archive? No one has PhysFS SVN trunk on their harddisk... While this is not a problem for Windows users (the libraries for the Windows version are bundled (statically linked) with the exe, this would either require Linux users to install a development SVN version, or require us to statically link PhysFS. Additionally the devs need to keep in sync with the PhysFS trunk. Additionally I fear that my implementation is not optimal for short and random access of large files: It decompresses a complete block of the 7zip file into memory. All future access to files in these blocks are then very fast (much faster than eg. the zip implementation), but you also have a much bigger memory-footprint and the delay on 1st access is quite big. Maybe I'll write a more stream-based implementation some day in the future... --Dennis pgpGSNZBems6W.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 7zip instead of zip for the *.wz archives.
Am Montag, 19. Februar 2007 schrieb 2LT Mortis [BF 1BFC]: On Mon, 19 Feb 2007 10:28:12 +0100, Kamaze [EMAIL PROTECTED] wrote: I just read a bit about PhysFS und looked into the trunk. And what must i read? 7zip support added, written by Dennis Schridde :) Then, why not use 7Zip/LZMA instead of a normal zip archive? Sounds good to me. The only concern I have here is wether the speedloss of uncompressed zip vs LZMA will be acceptable, when compared with compressed zip it'll probably be a small, negligable difference. PS: I am currently very happy with uncompressed zip for .wz files. We could also use uncompressed 7zip, but then than would make no difference at all. Reason: The installers (Windows and Linux) compress allready using lzma and they compress all files in one chunk much better than some files in many chunks. Additionally the difference between releases is much smaller than they were if the .wz files were compressed. --Dennis pgpkOoo96aUYH.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] vbo and va tests
On 2/19/07, Dennis Schridde [EMAIL PROTECTED] wrote: Definitely not... That's why I took the display-lists out. After I did this I had ~50% fps _more_. I guess this is because the compilation takes a lot of time. So you can't simply throw a usually-makes-drawing-faster method at everything and believe that it will work... maybe that was because you were running the glBegin and glEnd version of pie_drawshadow function when compiling,which increased the total number of gl commands that need to be compiled greatly... the old one: http://rafb.net/p/a00Uz380.html the one I used in test: http://rafb.net/p/qoxs4043.html ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] Re: [Warzone-commits] r786 - in /trunk: ./ lib/framework/ lib/gamelib/ lib/ivis_common/ lib/ivis_opengl/ lib/script/ lib/sequence/ lib/sound/ lib/widget/ src/
Am Montag, 19. Februar 2007 schrieb Per I. Mathisen: Author: per Date: Mon Feb 19 15:10:44 2007 New Revision: 786 URL: http://svn.gna.org/viewcvs/warzone?rev=786view=rev Log: This commit fixes all warnings (on my system). -Werror added for debug builds. Hopefully this will not cause too much pain, but rather increase code quality for the future. Which compiler (/version) are you using? Here, using GCC 4.1.2 I still get lots of those: warning: dereferencing type-punned pointer will break strict-aliasing rules --Dennis pgpjhZNyshCh1.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] r779 - in /trunk/lib/sound: openal_track.c track.c
Am Sonntag, 18. Februar 2007 schrieb Giel van Schijndel: Author: muggenhor Date: Sun Feb 18 22:30:51 2007 New Revision: 779 URL: http://svn.gna.org/viewcvs/warzone?rev=779view=rev Log: * improve code readability (e.g. only keeping the `if (malloc(...) == NULL) handleError;` part, so as not to wrap all the rest of the code in a big (recursive) else block * remove function `static void sound_SaveTrackData` because the operation it performs doesn't justify a whole function (and its calling overhead) * some cleanup in functions sound_ReadTrackFromBuffer and sound_ReadTrackFromFile * commented operation of both functions * moved the content of function sound_SaveTrackData (only one statement) to sound_ReadTrackFromBuffer * modified sound_ReadTrackFromFile to not allocate double the size of the needed memory for a buffer Modified: trunk/lib/sound/openal_track.c You forgot to close the file... Is that intentional? Yes, I was trying to improve that bit of code in a partially incremental way. So therefore I waited with adding PHYSFS_close until r780. PS It seems that, that is now the only piece of code that actually uses PHYSFS_close. -- Giel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
Am Samstag, 17. Februar 2007 schrieb Gerard Krol: By tweaking 2 lines the water really improves a lot! 4p-Sk-FishNets is a good map to test. - Gerard I applied it in my local copy... Nice in general, but the alpha change should be done to the texture and not in the code, IMO... Eg. Grim's textures have a good alpha setting for water, which makes them look ugly with these changes... --Dennis pgpOgI2eHrH0B.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Re: [Warzone-commits] r786 - in /trunk: ./ lib/framework/ lib/gamelib/ lib/ivis_common/ lib/ivis_opengl/ lib/script/ lib/sequence/ lib/sound/ lib/widget/ src/
On 2/19/07, Dennis Schridde [EMAIL PROTECTED] wrote: Which compiler (/version) are you using? gcc (GCC) 4.1.1 20070105 Here, using GCC 4.1.2 I still get lots of those: warning: dereferencing type-punned pointer will break strict-aliasing rules Can you fix them, or send me a list of these warnings so that I can look at them? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Re: [Warzone-commits] r786 - in /trunk: ./ lib/framework/ lib/gamelib/ lib/ivis_common/ lib/ivis_opengl/ lib/script/ lib/sequence/ lib/sound/ lib/widget/ src/
Am Montag, 19. Februar 2007 schrieb Dennis Schridde: Am Montag, 19. Februar 2007 schrieb Per I. Mathisen: Author: per Date: Mon Feb 19 15:10:44 2007 New Revision: 786 URL: http://svn.gna.org/viewcvs/warzone?rev=786view=rev Log: This commit fixes all warnings (on my system). -Werror added for debug builds. Hopefully this will not cause too much pain, but rather increase code quality for the future. Which compiler (/version) are you using? Here, using GCC 4.1.2 I still get lots of those: warning: dereferencing type-punned pointer will break strict-aliasing rules An explanation of this error: These are all caused by casting an struct1 * to a struct2 *, which is not legal under strict aliasing rules (you can't assume that the compiler will lay out the fields of two distinct structures in the same way). This is done a lot in WZ, I fear... But you will also get this when calling a function(void**) like funtion((void**)void_ptr). --Dennis pgplKXP7BZXfh.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] Re: [Warzone-commits] r788 - in /trunk: configure.ac lib/framework/configfile.c lib/framework/debug.c lib/gamelib/hashtabl.c lib/script/script_lexer.l src/component.c src/display.c src/d
Am Montag, 19. Februar 2007 schrieb Per I. Mathisen: Author: per Date: Mon Feb 19 17:46:48 2007 New Revision: 788 URL: http://svn.gna.org/viewcvs/warzone?rev=788view=rev Log: Start making the code conform to -Wextra Modified: trunk/configure.ac trunk/lib/framework/configfile.c trunk/lib/framework/debug.c __attribute__ doesn't exist in MSVC, afaik... pgpMW4uxULirv.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] New Segfault
Am Montag, 19. Februar 2007 schrieb Dennis Schridde: I started GreatRift, enabled cheatmode and cheated the satelite uplink. I just checked it: It does not happen on other maps, like Rush... Result: Segfault. This didn't happen before the weekend, I think. pgpRB4kVVAaSW.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Crashes
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 anything to show. This on windows. Anyone against this? It will not slow game down much, and this is only written on errors. Well I'd say give it a shot if you want to, though I'm not sure the slow down will be acceptable. Especially since fflush just blocks the current thread (we only have one AFAIK) until I/O operations are finished. Also on GNU/Linux (maybe Windows as well?) writing a newline char (\n) to any pipe (e.g. stderr, stdout) results in an automatic fflush call. That is not the case for windows. You have to do a fflush to dump it out to disk, a newline doesn't flush the buffer. I see the buffer in a debugger, this how I know. :) On line 1419 of scriptfunc.c it crashes on mission 3. ASSERT( FALSE, scrRemoveMessage:cannot find message - %s, psViewData-pName ); return FALSE; Also getting many errors now, usually openAL, same type before. If no crash, then log is over 400k! What revision and branch (e.g. branches/2.0/ or trunk/) are you using? The latest svn update, revision 782, though I now see that it is up to 791. -- Click to get a free auto insurance quote from top company at discount http://tagline.hushmail.com/fc/CAaCXv1QRV7cNLgTdwcMCrqwH2W4i7kw/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
Dennis Schridde wrote: Am Samstag, 17. Februar 2007 schrieb Gerard Krol: By tweaking 2 lines the water really improves a lot! 4p-Sk-FishNets is a good map to test. - Gerard I applied it in my local copy... Nice in general, but the alpha change should be done to the texture and not in the code, IMO... Eg. Grim's textures have a good alpha setting for water, which makes them look ugly with these changes... I agree that doing the alpha in the textures is better, much more flexibility that way. Maybe you could only apply the second change? That improves the riverbeds alot in my opinion. The alpha in the texture pages can then come some later time. By the way, why aren't grims textures in svn? I might want to improve on some textures too, and it would nice to be able to continue from his work. - Gerard ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
Gerard Krol schreef: Dennis Schridde wrote: Am Samstag, 17. Februar 2007 schrieb Gerard Krol: By tweaking 2 lines the water really improves a lot! 4p-Sk-FishNets is a good map to test. I applied it in my local copy... Nice in general, but the alpha change should be done to the texture and not in the code, IMO... Eg. Grim's textures have a good alpha setting for water, which makes them look ugly with these changes... I agree that doing the alpha in the textures is better, much more flexibility that way. Maybe you could only apply the second change? That improves the riverbeds alot in my opinion. The alpha in the texture pages can then come some later time. By the way, why aren't grims textures in svn? I might want to improve on some textures too, and it would nice to be able to continue from his work. Grim's textures aren't in SVN because he didn't license those textures with a free license (e.g. creative commons, one of the GNU range, etc.). That's at least what I think is the case. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
Am Montag, 19. Februar 2007 schrieb Gerard Krol: Dennis Schridde wrote: Am Samstag, 17. Februar 2007 schrieb Gerard Krol: By tweaking 2 lines the water really improves a lot! 4p-Sk-FishNets is a good map to test. - Gerard I applied it in my local copy... Nice in general, but the alpha change should be done to the texture and not in the code, IMO... Eg. Grim's textures have a good alpha setting for water, which makes them look ugly with these changes... I agree that doing the alpha in the textures is better, much more flexibility that way. Maybe you could only apply the second change? That improves the riverbeds alot in my opinion. The alpha in the texture pages can then come some later time. By the way, why aren't grims textures in svn? I might want to improve on some textures too, and it would nice to be able to continue from his work. They were in SVN long time (about a year) ago. (They had replaced the current textures.) He said several people objected against them and requested them to be taken out again. Since then we only ship them seperately. He also did replacements for the C2 tileset, the textures still exist. But he said he was not finished and rejected a request to allow providing them to 3rd persons. (They look good anyway...) I guess someone has to talk to him, whether we can include those textures into SVN again. I didn't see him since an extremely long time, though... --Dennis PS: http://download.gna.org/warzone/development/grim.wz pgp69AoIbODRQ.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] Video audio support remove?
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, approval today http://tagline.hushmail.com/fc/CAaCXv1QbtWfCBurwhKz7V8VguSM5HKF/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
On 2/20/07, Dennis Schridde [EMAIL PROTECTED] wrote: By the way, why aren't grims textures in svn? I might want to improve on some textures too, and it would nice to be able to continue from his work. They were in SVN long time (about a year) ago. (They had replaced the current textures.) He said several people objected against them and requested them to be taken out again. Since then we only ship them seperately. He also did replacements for the C2 tileset, the textures still exist. But he said he was not finished and rejected a request to allow providing them to 3rd persons. (They look good anyway...) I took them out again because of 1) tileset problems that were unrelated to Grim's work and that we later fixed, and 2) one of the tilesets looked very different from all the others. And maybe there was an issue with water blending. I do not recall exactly. Anyway, we could put them back in, if that is desired. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev