[Warzone-dev] 7zip instead of zip for the *.wz archives.

2007-02-19 Thread 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 :)

Then, why not use 7Zip/LZMA instead of a normal zip archive?

- Kamaze

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Re: [Warzone-dev] Crashes

2007-02-19 Thread Giel van Schijndel
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


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Re: [Warzone-dev] 7zip instead of zip for the *.wz archives.

2007-02-19 Thread 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.

-- 
Giel


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Re: [Warzone-dev] Approaching Version 2.0.6

2007-02-19 Thread Dennis Schridde
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


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Re: [Warzone-dev] 7zip instead of zip for the *.wz archives.

2007-02-19 Thread Dennis Schridde
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


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Re: [Warzone-dev] 7zip instead of zip for the *.wz archives.

2007-02-19 Thread Dennis Schridde
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


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Re: [Warzone-dev] vbo and va tests

2007-02-19 Thread The Watermelon

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
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[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/

2007-02-19 Thread 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

--Dennis


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Re: [Warzone-dev] r779 - in /trunk/lib/sound: openal_track.c track.c

2007-02-19 Thread me
 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


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Re: [Warzone-dev] Patch: Nicer water

2007-02-19 Thread Dennis Schridde
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


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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/

2007-02-19 Thread Per Inge Mathisen

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

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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/

2007-02-19 Thread Dennis Schridde
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


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[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

2007-02-19 Thread Dennis Schridde
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...


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Re: [Warzone-dev] New Segfault

2007-02-19 Thread Dennis Schridde
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.


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Re: [Warzone-dev] Crashes

2007-02-19 Thread vs2k5
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.






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Re: [Warzone-dev] Patch: Nicer water

2007-02-19 Thread 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.


- Gerard

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Re: [Warzone-dev] Patch: Nicer water

2007-02-19 Thread Giel van Schijndel
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



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Re: [Warzone-dev] Patch: Nicer water

2007-02-19 Thread Dennis Schridde
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


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[Warzone-dev] Video audio support remove?

2007-02-19 Thread vs2k5
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?






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Re: [Warzone-dev] Patch: Nicer water

2007-02-19 Thread Per Inge Mathisen

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

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