[Warzone-dev] Update To Kills/Rank Mechanism (Implementation)

2007-06-03 Thread Freddie Witherden

Hello again all.

I have just finished testing my patch for partial kills and have  
attached it to this message. I have been testing it for the last  
couple of hours on campaign and skirmish and all seems good.


Other than having to comment out a small part of multiplay.c (with  
possibly unknown consequences) it all seems fine and was a nice and  
simple implementation.


Regards, Freddie.


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Re: [Warzone-dev] Push out 2.0.7?

2007-06-03 Thread Giel van Schijndel
Dennis Schridde schreef:
 Am Dienstag, 29. Mai 2007 schrieb Dennis Schridde:
   
 Am Dienstag, 29. Mai 2007 schrieb Dennis Schridde:
 
 Am Dienstag, 29. Mai 2007 schrieb Dennis Schridde:
   
 Am Dienstag, 15. Mai 2007 schrieb Dennis Schridde:
 
 Am Sonntag, 13. Mai 2007 schrieb The Watermelon:
   
 2 important/stability change/fix:

 map_height revert by Troman and flatten imd(NULL imd crash) fixes
 by Per,because they were major crash problems in 2.0.6 imo.
 
 Additionaly needed: debugmode config option from r1244.
   
 This is fixed in r1404.

 This leaves following items to be completed:
 - map_height revert by Troman
 
 r1253?
   
 I am unsure about this. What does it do? Is this the fix you meant?
 
 Can someone (Watermelon maybe?) please enlighten me whether this is the fix 
 suggested for backporting, what it does and why it needs backporting?
   
The r1253 changes don't need to be backported to the 2.0 branch. Simply
because it is a revert of a change, that never took place to the 2.0
branch in the first place.

I don't know about the IMD stuff though.

-- 
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Re: [Warzone-dev] Update To Kills/Rank Mechanism

2007-06-03 Thread Giel van Schijndel
[EMAIL PROTECTED] schreef:
 On Sat, 02 Jun 2007 16:15:17 -0400 Freddie Witherden wrote:
   
 Do units carry over rankings?  I never notice much difference, 
 they die too fast.
   
 I am not sure what you mean by carry over rankings. Could you  
 elaborate somewhat?
 
 The experience points/rank is what I mean.  If unit get lot kills 
 in 1 mission, I never notice if same unit is any better in next 
 mission.
   
The only advantage high ranking units currently have is a better aiming
accuracy (i.e. they have a greater chance of hitting something).

-- 
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Re: [Warzone-dev] Update To Kills/Rank Mechanism

2007-06-03 Thread Freddie Witherden

On 3 Jun 2007, at 13:50, Giel van Schijndel wrote:

 [EMAIL PROTECTED] schreef:
 On Sat, 02 Jun 2007 16:15:17 -0400 Freddie Witherden wrote:

 Do units carry over rankings?  I never notice much difference,
 they die too fast.

 I am not sure what you mean by carry over rankings. Could you
 elaborate somewhat?

 The experience points/rank is what I mean.  If unit get lot kills
 in 1 mission, I never notice if same unit is any better in next
 mission.

 The only advantage high ranking units currently have is a better  
 aiming
 accuracy (i.e. they have a greater chance of hitting something).

I also thought that they did slightly more damage to enemy units and  
took less damage themselves (ref: line 274 droid.c).

Regards, Freddie.

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Re: [Warzone-dev] Update To Kills/Rank Mechanism

2007-06-03 Thread Jose Ivey


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Freddie Witherden
 Sent: Sunday, June 03, 2007 9:18 AM
 To: Development list
 Subject: Re: [Warzone-dev] Update To Kills/Rank Mechanism


 On 3 Jun 2007, at 13:50, Giel van Schijndel wrote:

  [EMAIL PROTECTED] schreef:
  On Sat, 02 Jun 2007 16:15:17 -0400 Freddie Witherden wrote:
 
  Do units carry over rankings?  I never notice much
 difference, they
  die too fast.
 
  I am not sure what you mean by carry over rankings. Could you
  elaborate somewhat?
 
  The experience points/rank is what I mean.  If unit get
 lot kills in
  1 mission, I never notice if same unit is any better in
 next mission.
 
  The only advantage high ranking units currently have is a better
  aiming accuracy (i.e. they have a greater chance of hitting
  something).

 I also thought that they did slightly more damage to enemy
 units and took less damage themselves (ref: line 274 droid.c).

And of course higher ranking commanders can control more units.



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Re: [Warzone-dev] [Warzone-commits] r1435 - /trunk/data/mp/stats/weapons.txt

2007-06-03 Thread The Watermelon

On 6/3/07, Roman [EMAIL PROTECTED] wrote:


Author: troman
Date: Sun Jun  3 15:09:48 2007
New Revision: 1435

URL: http://svn.gna.org/viewcvs/warzone?rev=1435view=rev
Log:
Balance Changes

LasSat weapon:

-blast radius: increased from 2 tiles to 4.5 tiles
-blast radius damage: increased from 1000 to 2800
-reload time: increased from 5 mins to 8 mins
-chance to hit in the blast radius: reduced from 99% to 90%

NOTE: normal damage doesn't seem to have any effect on the LasSat weapon

Modified:
   trunk/data/mp/stats/weapons.txt


I think the 5th element from right to left is 'effect size',according to the
source it should make the weapon effect bigger,though I am not entirely sure
if changing it will have any visible effects or not.
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Re: [Warzone-dev] [Warzone-commits] r1435 - /trunk/data/mp/stats/weapons.txt

2007-06-03 Thread Roman




dfvdfvdfv



 On 6/3/07, Roman [EMAIL PROTECTED] wrote:
 Author: troman
 Date: Sun Jun 3 15:09:48 2007
 New Revision: 1435

 URL: http://svn.gna.org/viewcvs/warzone?rev=1435view=rev
 Log:
 Balance Changes

 LasSat weapon:

 -blast radius: increased from 2 tiles to 4.5 tiles
 -blast radius damage: increased from 1000 to 2800
 -reload time: increased from 5 mins to 8 mins
 -chance to hit in the blast radius: reduced from 99% to 90%

 NOTE: normal damage doesn't seem to have any effect on the LasSat weapon

 Modified:
  trunk/data/mp/stats/weapons.txt
 
 I think the 5th element from right to left is 'effect
 size',according to the source it should make the weapon effect
 bigger,though I am not entirely sure if changing it will have any visible effects or not.

I'm not sure what you want to say. Do you suggest to make the visible effects bigger? It will not have any effect on the weapon damage though, I think it only scales the visible gfx effects.

--
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Re: [Warzone-dev] [Warzone-commits] r1435 - /trunk/data/mp/stats/weapons.txt

2007-06-03 Thread The Watermelon

On 6/3/07, Roman [EMAIL PROTECTED] wrote:


 dfvdfvdfv




  On 6/3/07, Roman [EMAIL PROTECTED] wrote:

 Author: troman

 Date: Sun Jun  3 15:09:48 2007

 New Revision: 1435


 URL:  http://svn.gna.org/viewcvs/warzone?rev=1435view=rev

 Log:

 Balance Changes


 LasSat weapon:


 -blast radius: increased from 2 tiles to 4.5 tiles

 -blast radius damage: increased from 1000 to 2800

  -reload time: increased from 5 mins to 8 mins

 -chance to hit in the blast radius: reduced from 99% to 90%


 NOTE: normal damage doesn't seem to have any effect on the LasSat weapon


 Modified:

trunk/data/mp/stats/weapons.txt



 I think the 5th element from right to left is 'effect

 size',according to the source it should make the weapon effect

 bigger,though I am not entirely sure if changing it will have any
visible effects or not.


I'm not sure what you want to say. Do you suggest to make the visible
effects bigger? It will not have any effect on the weapon damage though, I
think it only scales the visible gfx effects.


--

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yes thats what I meant,the lassat effect radius should enlarged to reflect
the increased damage radius change imo.

also I wonder if you can use the powerplant destruction effects on
weapons,because it seems to me it's the most stunning explosion effect in
warzone...
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Re: [Warzone-dev] [Warzone-commits] r1439 - in /trunk/src: action.c droid.c droid.h

2007-06-03 Thread Per Inge Mathisen
On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
  * Change macro CHECK_DROID into static inline function check_droid

Why?

  - Per

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Re: [Warzone-dev] [Warzone-commits] r1439 - in /trunk/src: action.c droid.c droid.h

2007-06-03 Thread Per Inge Mathisen
On 6/3/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
 On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
   * Change macro CHECK_DROID into static inline function check_droid

 Why?

Perhaps I should explain why it was done the way it was instead.

When an assert happens in a macro, you get the line number of the
macro call in the assert message, whereas if an assert happens in a
function call, no matter how inlined, you get the line number of the
function definition. At least with gcc.

If the dumpfile works, it does not matter much, but when it does not
work, it makes a great deal of difference. So unless you had a very
good reason for making it inline, please put it back the way it was.

  - Per

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Re: [Warzone-dev] [Warzone-commits] r1439 - in /trunk/src: action.c droid.c droid.h

2007-06-03 Thread Giel van Schijndel
Per Inge Mathisen schreef:
 On 6/3/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
   
 On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
 
  * Change macro CHECK_DROID into static inline function check_droid
   
 Why?
 
 Perhaps I should explain why it was done the way it was instead.

 When an assert happens in a macro, you get the line number of the
 macro call in the assert message, whereas if an assert happens in a
 function call, no matter how inlined, you get the line number of the
 function definition. At least with gcc.

 If the dumpfile works, it does not matter much, but when it does not
 work, it makes a great deal of difference. So unless you had a very
 good reason for making it inline, please put it back the way it was.
   
I'm not sure but I think the gna.org mailinglist's are somehow
annoyingly ignoring some of my mails and don't deliver them.

Aside from that, I must admit I didn't initially thought of the assert
macro's property to use line numbers and filenames. So I'll change it
back to a macro.

-- 
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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 06:55:31 -0400 Per Inge Mathisen 
[EMAIL PROTECTED] wrote:
On 6/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 For all the asserts, is root cause error in grammar files Or is
 code problem?
 All .l  .y files change from original,  so is there a way to 
check
 these files for problems?  Someone explain better those asserts?

Which asserts?

  - Per


The ones I include in original message.
line 958 in interp.c  1080 in event.c.  Those are ones that makes 
game unplayable in debugger, since you must hit ignore all the time.


error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
error   : Original event ID: 67 (of 114)
error   : Current event ID: 51 (of 114)
error   : Call depth : 1
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
(FALSE), last script event: 'buildTruck'
error   : eventFireCallbackTrigger: event initialisedEvent: code 
failed
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\event.c:1080 : 
eventFireCallbackTrigger (FALSE), last script event: 'buildTruck'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
error   : Original event ID: 67 (of 114)
error   : Current event ID: 51 (of 114)
error   : Call depth : 1

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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread Per Inge Mathisen
On 6/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 The ones I include in original message.

What original message? It seems mails from you get threaded really
badly in gmail. Often replies get a new thread for no apparent
reason...

 line 958 in interp.c  1080 in event.c.  Those are ones that makes
 game unplayable in debugger, since you must hit ignore all the time.

Never seen it before. Is it in the bug tracker? If not, please add it
with all the info you have.

  - Per

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Re: [Warzone-dev] [Warzone-commits] r1440 - in /trunk: lib/netplay/netplay.h src/cmddroid.c src/cmddroid.h src/droid.c

2007-06-03 Thread Ari Johnson
On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Author: muggenhor
 Date: Sun Jun  3 17:51:56 2007
 New Revision: 1440

 URL: http://svn.gna.org/viewcvs/warzone?rev=1440view=rev
 Log:
  * turn some usages of WinAPI types (*WORD) into their native C counterparts 
 (e.g. int, unsigned int, etc.)

Are you sure about that?  Int and unsigned int vary in size
according to the ABI.  It is far better to use integers of a known
size that will not change according to the system you are on.
uint32_t and int32_t, for instance.

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[Warzone-dev] [bug #9270] ASSERT from scripting errors?

2007-06-03 Thread anonymous

URL:
  http://gna.org/bugs/?9270

 Summary: ASSERT from scripting errors?
 Project: Warzone Resurrection Project
Submitted by: None
Submitted on: Sunday 06/03/2007 at 20:36 CEST
Category: Engine: Scripting
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: vs2k5
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: Microsoft Windows

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Details:

For all the asserts, is root cause error in grammar files Or is 
code problem?
All .l  .y files change from original,  so is there a way to check 
these files for problems?  Someone explain better those asserts?

error   : Assert in Warzone: \lib\script\event.c:1080 : 
error   : Assert in Warzone: \lib\script\interp.c:958 : 

These always go off every few seconds while running game in debugger.

here is stderr file,
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
error   : Original event ID: 67 (of 114)
error   : Current event ID: 51 (of 114)
error   : Call depth : 1
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'buildTruck'
error   : eventFireCallbackTrigger: event initialisedEvent: code 
failed
error   : Assert in Warzone: \lib\script\event.c:1080 : 
eventFireCallbackTrigger (FALSE), last script event: 'buildTruck'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
error   : Original event ID: 67 (of 114)
error   : Current event ID: 51 (of 114)
error   : Call depth : 1
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'buildTruck'
error   : eventFireCallbackTrigger: event initialisedEvent: code 
failed
error   : Assert in Warzone: \lib\script\event.c:1080 : 
eventFireCallbackTrigger (FALSE), last script event: 'buildTruck'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
error   : Original event ID: 67 (of 114)
error   : Current event ID: 51 (of 114)
error   : Call depth : 1
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'buildTruck'
error   : eventFireCallbackTrigger: event initialisedEvent: code 
failed
error   : Assert in Warzone: \lib\script\event.c:1080 : 
eventFireCallbackTrigger (FALSE), last script event: 'buildTruck'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=1)
error   : Original event ID: 1 (of 6)
error   : Current event ID: 1 (of 6)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'initialisedEventTwo'
error   : eventFireCallbackTrigger: event initialisedEventTwo: code 
failed
error   : Assert in Warzone: \lib\script\event.c:1080 : 
eventFireCallbackTrigger (FALSE), last script event: 
'initialisedEventTwo'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=0)
error   : Original event ID: 0 (of 6)
error   : Current event ID: 0 (of 6)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'initialisedEvent'
error   : eventFireCallbackTrigger: event initialisedEvent: code 
failed
error   : Assert in Warzone: \lib\script\event.c:1080 : 
eventFireCallbackTrigger (FALSE), last script event: 
'initialisedEvent'





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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread Roman


 On Sun, 03 Jun 2007 06:55:31 -0400 Per Inge Mathisen 
 [EMAIL PROTECTED] wrote:
On 6/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 For all the asserts, is root cause error in grammar files Or is
 code problem?
 All .l  .y files change from original,  so is there a way to 
check
 these files for problems?  Someone explain better those asserts?

Which asserts?

  - Per


 The ones I include in original message.
 line 958 in interp.c  1080 in event.c.  Those are ones that makes 
 game unplayable in debugger, since you must hit ignore all the time.


 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1
 error   : interpRunScript: error while executing a script
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
 (FALSE), last script event: 'buildTruck'
 error   : eventFireCallbackTrigger: event initialisedEvent: code 
 failed
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\event.c:1080 : 
 eventFireCallbackTrigger (FALSE), last script event: 'buildTruck'
 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1


I just made a game with 1.10 AI and can't confirm it so far.


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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 14:35:36 -0400 Roman [EMAIL PROTECTED] wrote:
vs2k5 wrote:
 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1
 error   : interpRunScript: error while executing a script
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
 (FALSE), last script event: 'buildTruck'
 error   : eventFireCallbackTrigger: event initialisedEvent: code 

 failed
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\event.c:1080 : 
 eventFireCallbackTrigger (FALSE), last script event: 
'buildTruck'
 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1


I just made a game with 1.10 AI and can't confirm it so far.


Did you run game from MSVC debugger?  I think you said that you use 
MSVC?

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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread Roman


 On Sun, 03 Jun 2007 14:35:36 -0400 Roman [EMAIL PROTECTED] wrote:
vs2k5 wrote:
 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1
 error   : interpRunScript: error while executing a script
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
 (FALSE), last script event: 'buildTruck'
 error   : eventFireCallbackTrigger: event initialisedEvent: code 

 failed
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\event.c:1080 : 
 eventFireCallbackTrigger (FALSE), last script event: 
'buildTruck'
 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1


I just made a game with 1.10 AI and can't confirm it so far.


 Did you run game from MSVC debugger?  I think you said that you use 
 MSVC?

Yes, I use MSVC in debug mode.

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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread Roman


 On Sun, 03 Jun 2007 14:54:26 -0400 Roman [EMAIL PROTECTED] wrote:
 On Sun, 03 Jun 2007 14:35:36 -0400 Roman [EMAIL PROTECTED] 
wrote:
vs2k5 wrote:
 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1
 error   : interpRunScript: error while executing a script
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
 (FALSE), last script event: 'buildTruck'
 error   : eventFireCallbackTrigger: event initialisedEvent: 
code 

 failed
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\event.c:1080 : 
 eventFireCallbackTrigger (FALSE), last script event: 
'buildTruck'
 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1


I just made a game with 1.10 AI and can't confirm it so far.


 Did you run game from MSVC debugger?  I think you said that you 
use 
 MSVC?

Yes, I use MSVC in debug mode.

-- 

 Ok, here is how I do it.  
 Run warzone from debug menu.
 Pick multiplayer.
 Then skirmish.
 Then leave everything as is. (default map, and everything else)
 When game loads up, 1 assert.
 Then while in game, those 2 asserts always show up when move screen 
 around.
 I can replicate this 100% time.

No, I don't have it, although I used to get error that had something to do with 
wall rendering on startup very often, or when I tried to move the radar.


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Re: [Warzone-dev] [Warzone-commits] r1440 - in /trunk: lib/netplay/netplay.h src/cmddroid.c src/cmddroid.h src/droid.c

2007-06-03 Thread Dennis Schridde
Am Sonntag, 3. Juni 2007 schrieb Ari Johnson:
 On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
  Author: muggenhor
  Date: Sun Jun  3 17:51:56 2007
  New Revision: 1440
 
  URL: http://svn.gna.org/viewcvs/warzone?rev=1440view=rev
  Log:
   * turn some usages of WinAPI types (*WORD) into their native C
  counterparts (e.g. int, unsigned int, etc.)

 Are you sure about that?  Int and unsigned int vary in size
 according to the ABI.  It is far better to use integers of a known
 size that will not change according to the system you are on.
 uint32_t and int32_t, for instance.
As long as you stay on the same system that should not matter, should it?
Eg. if that int never reaches the borders of your system (via file or 
network), then it should be perfectly legal to use them...

--Dennis


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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 15:01:30 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Sonntag, 3. Juni 2007 schrieb [EMAIL PROTECTED]:
 On Sun, 03 Jun 2007 14:54:26 -0400 Roman [EMAIL PROTECTED] 
wrote:
  On Sun, 03 Jun 2007 14:35:36 -0400 Roman [EMAIL PROTECTED]
 
 wrote:
 vs2k5 wrote:
  error   : interpRunScript: jump out of range
  error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
  error   : Original event ID: 67 (of 114)
  error   : Current event ID: 51 (of 114)
  error   : Call depth : 1
  error   : interpRunScript: error while executing a script
  error   : Assert in Warzone:
  f:\warzone_src\gna\lib\script\interp.c:958 : 
interpRunScript
  (FALSE), last script event: 'buildTruck'
  error   : eventFireCallbackTrigger: event initialisedEvent:
 
 code
 
  failed
  error   : Assert in Warzone:
  f:\warzone_src\gna\lib\script\event.c:1080 :
  eventFireCallbackTrigger (FALSE), last script event:
 
 'buildTruck'
 
  error   : interpRunScript: jump out of range
  error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
  error   : Original event ID: 67 (of 114)
  error   : Current event ID: 51 (of 114)
  error   : Call depth : 1
 
 I just made a game with 1.10 AI and can't confirm it so far.
 
  Did you run game from MSVC debugger?  I think you said that 
you
 
 use
 
  MSVC?
 
 Yes, I use MSVC in debug mode.
 
 --

 Ok, here is how I do it.
 Run warzone from debug menu.
 Pick multiplayer.
 Then skirmish.
 Then leave everything as is. (default map, and everything else)
 When game loads up, 1 assert.
 Then while in game, those 2 asserts always show up when move 
screen
 around.
 I can replicate this 100% time.
I can not confirm this. I can play for several minutes without one 
assert.

Here is video of issue.
http://www.sendspace.com/file/xl4ije

It is abouts 7MB in size.  Quality not best, but it too big if I go 
high quality.

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Re: [Warzone-dev] [Warzone-commits] r1440 - in /trunk: lib/netplay/netplay.h src/cmddroid.c src/cmddroid.h src/droid.c

2007-06-03 Thread Ari Johnson
On 6/3/07, Dennis Schridde [EMAIL PROTECTED] wrote:
 Am Sonntag, 3. Juni 2007 schrieb Ari Johnson:
  On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
   Author: muggenhor
   Date: Sun Jun  3 17:51:56 2007
   New Revision: 1440
  
   URL: http://svn.gna.org/viewcvs/warzone?rev=1440view=rev
   Log:
* turn some usages of WinAPI types (*WORD) into their native C
   counterparts (e.g. int, unsigned int, etc.)
 
  Are you sure about that?  Int and unsigned int vary in size
  according to the ABI.  It is far better to use integers of a known
  size that will not change according to the system you are on.
  uint32_t and int32_t, for instance.
 As long as you stay on the same system that should not matter, should it?
 Eg. if that int never reaches the borders of your system (via file or
 network), then it should be perfectly legal to use them...

Except that much of our code *does* reach a file or the network.  As
long as you contain it and are certain that the minimum size of the
type on any system will always be enough for what the code at hand
requires, then it's fine, but I have seen a few places in our code
where lack of clarity on what size a given variable was caused me
headaches in porting to the Mac.  Just be careful.

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Re: [Warzone-dev] [Warzone-commits] r1440 - in /trunk: lib/netplay/netplay.h src/cmddroid.c src/cmddroid.h src/droid.c

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 15:03:14 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Sonntag, 3. Juni 2007 schrieb Ari Johnson:
 On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
  Author: muggenhor
  Date: Sun Jun  3 17:51:56 2007
  New Revision: 1440
 
  URL: http://svn.gna.org/viewcvs/warzone?rev=1440view=rev
  Log:
   * turn some usages of WinAPI types (*WORD) into their native 
C
  counterparts (e.g. int, unsigned int, etc.)

 Are you sure about that?  Int and unsigned int vary in size
 according to the ABI.  It is far better to use integers of a 
known
 size that will not change according to the system you are on.
 uint32_t and int32_t, for instance.
As long as you stay on the same system that should not matter, 
should it?
Eg. if that int never reaches the borders of your system (via 
file or 
network), then it should be perfectly legal to use them...

--Dennis

It would be much safer to use u/int32_t, since nobody knows all 
functions that are use by network code.  Then all 32 vs 64bit 
systems may have problems later on.

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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread Jose Ivey


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dennis Schridde
 Sent: Sunday, June 03, 2007 3:02 PM
 To: Development list
 Subject: Re: [Warzone-dev] Bison/flex errors in grammar ?

 Am Sonntag, 3. Juni 2007 schrieb [EMAIL PROTECTED]:
  On Sun, 03 Jun 2007 14:54:26 -0400 Roman [EMAIL PROTECTED] wrote:
   On Sun, 03 Jun 2007 14:35:36 -0400 Roman [EMAIL PROTECTED]
  
  wrote:
  vs2k5 wrote:
   error   : interpRunScript: jump out of range
   error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
   error   : Original event ID: 67 (of 114)
   error   : Current event ID: 51 (of 114)
   error   : Call depth : 1
   error   : interpRunScript: error while executing a script
   error   : Assert in Warzone:
   f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript
  (FALSE), last script event: 'buildTruck'
   error   : eventFireCallbackTrigger: event initialisedEvent:
  
  code
  
   failed
   error   : Assert in Warzone:
   f:\warzone_src\gna\lib\script\event.c:1080 :
   eventFireCallbackTrigger (FALSE), last script event:
  
  'buildTruck'
  
   error   : interpRunScript: jump out of range
   error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
   error   : Original event ID: 67 (of 114)
   error   : Current event ID: 51 (of 114)
   error   : Call depth : 1
  
  I just made a game with 1.10 AI and can't confirm it so far.
  
   Did you run game from MSVC debugger?  I think you said that you
  
  use
  
   MSVC?
  
  Yes, I use MSVC in debug mode.
  
  --
 
  Ok, here is how I do it.
  Run warzone from debug menu.
  Pick multiplayer.
  Then skirmish.
  Then leave everything as is. (default map, and everything
 else) When
  game loads up, 1 assert.
  Then while in game, those 2 asserts always show up when move screen
  around.
  I can replicate this 100% time.
 I can not confirm this. I can play for several minutes
 without one assert.

I can't reproduce this either.

Vs25k: when you clean build and complie, do you first manually delete all
the the .h and c. script parser files in the win32 directory?
Maybe you have stale lexer libraries



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Re: [Warzone-dev] 2.0.7 again

2007-06-03 Thread Dennis Schridde
Am Sonntag, 3. Juni 2007 schrieb Per Inge Mathisen:
 On 6/3/07, Dennis Schridde [EMAIL PROTECTED] wrote:
  Does anyone know of nasty bugs which still need to be tracked down? I.e.
  serious crashes and the like.
  Anything else that needs to be backported?

 Do we have known bugs document somewhere?
We don't but it could go into the Readme and a link to that into the release 
announcement.

--Dennis


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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 17:14:51 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
I can't reproduce this either.

Vs25k: when you clean build and complie, do you first manually 
delete all
the the .h and c. script parser files in the win32 directory?
Maybe you have stale lexer libraries


Yes, I do this.  I also do clean.

Last thing I think is ask someone to zip/rar/7z all .l  .y 
bison/flex output files, so I can compare.
Maybe it is bison/flex program cause error?

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Re: [Warzone-dev] Bugreport forum

2007-06-03 Thread Giel van Schijndel
Roman schreef:

 Does anyone still read it?

 Does anyone think it is of much use and we could not send the people
 to the

 bugtracker, which also allows anonymous reports since a while?

 If not, I'll close it and move the reports which seem still valid
 into the

 tracker.

 I'd say we don't need it, bugtracker is much more convenient to use.


 But make sure you leave a link to the bugtracker or redirect there
 automaticaly, otherwise some forum users might either completely stop
 submitting bugreports or will start using other forums instead.

I second that: just drop the forums and provide an easy to find link to
the bugtracker.

-- 
Giel



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Re: [Warzone-dev] [Warzone-commits] r1428 - in /trunk/src: display3d.c map.h

2007-06-03 Thread Giel van Schijndel
Per I. Mathisen schreef:
 Author: per
 Date: Fri Jun  1 21:40:18 2007
 New Revision: 1428

 URL: http://svn.gna.org/viewcvs/warzone?rev=1428view=rev
 Log:
 Remove unused TILE_BITMASK and use INT32_MAX instead of possibly undefined 
 INT_MAX.

 Modified:
 trunk/src/display3d.c
 trunk/src/map.h
   
INT_MAX is defined to be the highest (non-negative) value a `signed int`
(or just `int`) can have. INT32_MAX is the same for int32_t, so this
actually makes the code non-portable.

Apart from that INT_MAX is _required_ by the C-standard (I am sure of
C99, I don't have the C90 document so can't check that) to be defined in
limits.h. INT32_MAX on the other hand is only required when the
int32_t is provided by the implementation. Whereas INT_MAX is required
to be defined always (since the type `int` is required to be provided
always).

-- 
Giel



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Re: [Warzone-dev] [Warzone-commits] r1431 - in /trunk/src: action.c droid.c droid.h droiddef.h game.c intdisplay.c power.c statsdef.h

2007-06-03 Thread Giel van Schijndel
Per I. Mathisen schreef:
 Author: per
 Date: Sat Jun  2 18:26:41 2007
 New Revision: 1431

 URL: http://svn.gna.org/viewcvs/warzone?rev=1431view=rev
 Log:
 Add a new assert collection CHECK_DROID(psDroid) and sprinkle it over
 the droid code. More carefully initialize some droid variables. Remove
 a ton of unused droid code. Hopefully this will make it easier to debug.
   
Any specific reason for _not_ using an inline function? Otherwise I've
got a patch at the ready.

-- 
Giel



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Re: [Warzone-dev] [Warzone-commits] r1439 - in /trunk/src: action.c droid.c droid.h

2007-06-03 Thread Giel van Schijndel
Per Inge Mathisen schreef:
 On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
   
  * Change macro CHECK_DROID into static inline function check_droid
 
 Why?
Two reasons basically. First is compile-time checked type-safety. Second
is that this inline is less obscure than the macro is (i.e. no multiple
statements on each line, a bit more whitespace to aid in reading).

-- 
Giel



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