Re: [Warzone-dev] Proposal for revision.h replacement

2006-04-09 Thread Per Inge Mathisen
On 4/8/06, Dennis Schridde [EMAIL PROTECTED] wrote: Am Samstag, 8. April 2006 22:26 schrieb Dennis Schridde: attached is a proposal for a replacement for revision.h. [23:21] per regarding changing revision.h ... please make sure whatever you change it to works with both autoconf and

Re: [Warzone-dev] (patch) immediate message display to console

2006-04-20 Thread Per Inge Mathisen
On 4/19/06, Angus Lees [EMAIL PROTECTED] wrote: This patch sends the text from immediate messages to the onscreen console. They only show up for ~3seconds, which is too short for most cases, but the code was easy and its better than the current case (you don't see them at all). This is very

Re: [Warzone-dev] rpl2avi converter

2006-04-20 Thread Per Inge Mathisen
On 4/19/06, Angus Lees [EMAIL PROTECTED] wrote: So I figured the best way forward with FMV sequences was to keep the released content, but avoid the unreleased codec130 video codec. Once we aren't keeping the original files, we may as well dump RPL and use a better known format. As a step in

Re: [Warzone-dev] an ai file - merged 1.04 and water -

2006-06-03 Thread Per Inge Mathisen
n 5/28/06, kim metcalfe [EMAIL PROTECTED] wrote: am after a better ai... this possibly will make an ai that chews bublegum and kicks butt... and its all out of bubblegum.; I'm a bit confused. Where should all this code go? - Per ___ Warzone-dev

[Warzone-dev] Warzone's built-in map editor

2006-07-24 Thread Per Inge Mathisen
Hello folks, I was trying to rid the Warzone source of some dead code, when I found, commented out, what appeared to be an entire in-game map editor. You can see it in src/edit2d.c, with support code in src/disp2d.c Anyone know what this is and why it is commented out? Since the separate map

[Warzone-dev] Fix ASSERT()

2006-08-04 Thread Per Inge Mathisen
Here is a fix for ASSERT(), which used to do nothing. Now it generates hard errors. This will find you plenty of new bugs to play with. Enjoy. - Per Index: lib/framework/debug.h === --- lib/framework/debug.h (revision 136) +++

Re: [Warzone-dev] Draft for a mail to the FSF

2006-09-23 Thread Per Inge Mathisen
On 9/23/06, Christian Ohm [EMAIL PROTECTED] wrote: Here's my first draft for a mail to the FSF Europe. I'm quite tired, I guess my style of writing deteriorated a bit to the end. Corrections and additions welcome, please keep the discussion short and on-topic. My opinion: When they released

Re: Re: [Warzone-dev] Draft for a mail to the FSF

2006-09-25 Thread Per Inge Mathisen
On 9/25/06, Dennis Schridde [EMAIL PROTECTED] wrote: (*) Except FMV and music... *** You should add a note here explaining what FMV means (Full Motion Video). The archive was put together by Alex McLean (as far as I

Re: [Warzone-dev] The Great Code Removal

2006-09-30 Thread Per Inge Mathisen
On 9/30/06, Christian Ohm [EMAIL PROTECTED] wrote: My recent discovery of remaining PSX stuff inspired me to rip out large chunks of (probably) unused code. The result is attached. I just took a small peek... The ResetMouseBoundryConditions() removal in display.c does not look sane. In any

Re: [Warzone-dev] Downloads and licencing: .plan

2006-10-07 Thread Per Inge Mathisen
On 10/7/06, Dennis Schridde [EMAIL PROTECTED] wrote: Ok, I hope I got the general idea. Object if you see problems. 1. Write a LICENSE.TXT where is stated that the sourcecode (everything but data/) is GPL Everything but the original data. Any newly contributed data should be GPL. 2. Write

Re: Re: [Warzone-dev] More patches for warnings

2006-11-02 Thread Per Inge Mathisen
On 11/1/06, Dennis Schridde [EMAIL PROTECTED] wrote: MALLOC itself is a macro around some custom wrapper around malloc... So perhaps we should also check if we (additionally to using this NEW wrapper) could drop that MALLOC malloc wrapper... (I don't really know what exact functionality MALLOC

[Warzone-dev] Re: [Warzone-commits] r453 - multiple turrets

2006-11-05 Thread Per Inge Mathisen
On 11/4/06, Roman [EMAIL PROTECTED] wrote: Patch by Watermelon: Droid Multi-Turret Support I had to try this one out, and it is quite funny. It makes building big droids much more interesting. However, there is no documentation of how this works. I had to cheat all techs to see it by trial

Re: [Warzone-dev] Automatic dependencies

2006-11-13 Thread Per Inge Mathisen
On 11/13/06, Gerard Krol [EMAIL PROTECTED] wrote: And it is not that every user needs to run make depend, it just needs to be done when there are changes to the includes. I believe there are switches to make gcc do the same as makedepend, but a lot slower. I do not know about slower, but

Re: Re: [Warzone-dev] Fwd: Re: Warzone Licensing

2006-11-15 Thread Per Inge Mathisen
On 11/15/06, Dennis Schridde [EMAIL PROTECTED] wrote: Per: What do you think? Is that ok? I am unsure... On one hand it seems sensible and the only logical ending. On the other one it nearly promises something which might take a long while to come true... I still think the text I wrote is the

Re: [Warzone-dev] Fwd: Re: Warzone Licensing

2006-11-16 Thread Per Inge Mathisen
On 11/16/06, Dennis Schridde [EMAIL PROTECTED] wrote: You mean this one? Yes. Eidos, the game publisher, has been informed of our interpretation of the license. --- What about the last paragraph? Shall we strip it or shall we do it? As I still hope that we will get a good answer from Alex

Re: Re: [Warzone-dev] scrap.c

2006-11-27 Thread Per Inge Mathisen
On 11/27/06, Dennis Schridde [EMAIL PROTECTED] wrote: Per, you volunteered to rewrite the netcode. Do you still want to? :P I wrote two drafts of a new code already, neither which I was very happy with, and I am not motivated to write code I am not be not happy with. When I am done with my

Re: [Warzone-dev] Re: [Warzone-commits] r510 - in /trunk:data/mp/stats/weapons.txt data/stats/weapons.txt src/combat.csrc/order.c src/projectile.c src/stats.c src/statsdef.h

2006-11-27 Thread Per Inge Mathisen
On 11/27/06, Dennis Schridde [EMAIL PROTECTED] wrote: As a long term goal we should consider converting txt files into a more user friendly format, this could also bring more people into modding. Since some lines consist of more than 20 entries of different types having tags or some other

Re: [Warzone-dev] Re: [Warzone-commits] r510 - in /trunk:data/mp/stats/weapons.txt data/stats/weapons.txt src/combat.csrc/order.c src/projectile.c src/stats.c src/statsdef.h

2006-11-27 Thread Per Inge Mathisen
On 11/27/06, Giel van Schijndel [EMAIL PROTECTED] wrote: What about using XML purely for data storage. Then upon compiling loading all this data into an sqlite database, which is really fast too my experience if you make use of transactions a lot. This way you'd only have to load the

[Warzone-dev] Bison detection in autogen.sh

2006-11-28 Thread Per Inge Mathisen
I tried to compile on MacOSX 10.4 from subversion repository today, and discovered to my horror that MacOSX (still!) ships a truly ancient bison 1.28 version, which does not support %name-prefix (introduced in bison 1.31, current is 2.1). So a newer version needs to be installed. Both fink or

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Per Inge Mathisen
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 ;-)

Re: [Warzone-dev] Upconverting WZ textures

2006-12-09 Thread Per Inge Mathisen
On 12/9/06, Ranger Joe [EMAIL PROTECTED] wrote: Question for whoever is working on graphics code: have you considered implementing detail texturing (I could create the detail textures) for the terrain? I am not sure what you mean by 'detail texturing'. Do you mean mipmapping? If so, yes, we

Re: [Warzone-dev] Thoughts on future development

2006-12-13 Thread Per Inge Mathisen
Just to clarify, I do not believe in huge conversions to external engines, massive code rewrites or starting something from scratch. It is not that I am opposed to it, it is just that I do not believe in it. It just takes too much time until you have something working, and until you do, there is

Re: [Warzone-dev] [patch] MALLOC/FREE issues

2006-12-30 Thread Per Inge Mathisen
Sorry, I've been offline for a week. I thought my memory cleanup patch had been permanently lost in my harddisk crash a while ago. Good thing I have a habit of sending patches to the list frequently, even though they don't really work quite yet ;-) The problems I encountered were in the

Re: [Warzone-dev] some tests with draw functions

2006-12-31 Thread Per Inge Mathisen
The biggest time sink is probably the fact that we use immediate mode OpenGL. Converting to retained mode OpenGL, where everything is calculated beforehand, stored in buffer objects and texture atlases, and sent to the graphics card on level load, will yield a significant speed boost. This is

Re: [Warzone-dev] [patch] MALLOC/FREE issues

2006-12-31 Thread Per Inge Mathisen
On 12/31/06, Giel van Schijndel [EMAIL PROTECTED] wrote: If you apply these patches to a clean repository it won't compile because some source files still depend on the MALLOC and FREE macros. The MALLOC and FREE macros are still there, in mem.h, just defined differently. Did you try it? -

Re: [Warzone-dev] [patch] MALLOC/FREE issues

2007-01-01 Thread Per Inge Mathisen
On 1/1/07, Giel van Schijndel [EMAIL PROTECTED] wrote: When looking at the code I'm guessing that all you've changed is the removal of all direct calls to the blockheap system throughout all src/ files? All memory allocations now take place using ordinary malloc/free, instead of inside fixed

Re: [Warzone-dev] [patch] fix signed/unsigned comparison errors

2007-01-01 Thread Per Inge Mathisen
On 1/1/07, Dennis Schridde [EMAIL PROTECTED] wrote: This patch has a problem: #define AL_INVALID(-1) My recommendation is to change psSample-iSample to signed... Although alGenSources() expects an ALuint. I think both this and similar OpenGL code that uses -1

Re: [Warzone-dev] [patch] fix signed/unsigned comparison errors

2007-01-01 Thread Per Inge Mathisen
On 1/1/07, Dennis Schridde [EMAIL PROTECTED] wrote: Although alGenSources() expects an ALuint. I think both this and similar OpenGL code that uses -1 for invalid value is just plain wrong - ~0 or -1 should be a perfectly valid value for both OpenGL textures and OpenAL sources. Could you

Re: [Warzone-dev] [patch] fix signed/unsigned comparison errors

2007-01-02 Thread Per Inge Mathisen
On 1/2/07, Dennis Schridde [EMAIL PROTECTED] wrote: So as a solution you basically mean we should have two variables? One to contain the value and another of say type BOOL (that is compiler initialized to FALSE) which indicates whether the former is already initialized and thus usable.

Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-07 Thread Per Inge Mathisen
On 1/7/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Anyway if nobody objects (yes, read that in your opinion the sound code isn't crappy, no specifics however, so if you object please clarify), I'll create a (temporary(?)) branch somewhere tomorrow (i.e. after 1300 CET, cause I won't be

Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-07 Thread Per Inge Mathisen
On 1/7/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Well the problem with a local tree would be that I would only be able to commit anything but incremental changes without breaking things (i.e. without breaking the trunk). Maybe I should not use the word 'tree'. What I mean is another

[Warzone-dev] Re: [Warzone-commits] r612 - in /trunk: makerules/configure.mk src/csnap.c src/game.c src/levels.c src/map.c src/multiint.c src/multilimit.c src/multiopt.c src/multistat.c src/radar.c sr

2007-01-08 Thread Per Inge Mathisen
On 1/8/07, Giel van Schijndel [EMAIL PROTECTED] wrote: * append a compiler flag for GCC (-fno-gnu-keywords) which disables GNU-specific keywords (typeof and asm only in case of C-99, inline as well if C-90 mode is used), to aid in code portability (i.e. among compilers) I think what you are

Re: [Warzone-dev] [bug #8198] OpenAL version mismatch

2007-01-08 Thread Per Inge Mathisen
On 1/8/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Does anyone happen to have an idea about how to version check OpenAL using automake/configure/autogen. I've looked into some of those files and noticed that I at the moment have no sufficient understanding about automake to implement this.

Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-08 Thread Per Inge Mathisen
On 1/8/07, Giel van Schijndel [EMAIL PROTECTED] wrote: In fact OpenAL itself is written largely in C++. They simply wrapped its interface (or more accurately the include files with function declarations) in an extern C {...} declaration to make sure the compiler generates C-style symbols which

Re: [Warzone-dev] [OpenAL] distance attenuation

2007-01-08 Thread Per Inge Mathisen
On 1/9/07, Giel van Schijndel [EMAIL PROTECTED] wrote: I am not sure what you are referring to. Can you give me a pointer? I see now that even the back-end is mixed C/C++ (as opposed to pure C++), anyway: http://www.openal.org/repos/openal/trunk/OpenAL-Windows/Router/ Looks pure C to me.

Re: [Warzone-dev] Thoughts on future development

2007-01-16 Thread Per Inge Mathisen
On 12/15/06, Belhorma Bendebiche [EMAIL PROTECTED] wrote: For the GUI, I am exploring the possibility of replacing it. A while back I had made a mini-GUI customizable via Lua in C#, and I'm doing it again now in C. I'll post more details later. Did anything come out of this? - Per

Re: [Warzone-dev] 500KB patch...

2007-01-23 Thread Per Inge Mathisen
The patch sounds awesome! On 1/22/07, The Watermelon [EMAIL PROTECTED] wrote: Changes:(wz28b.patch) 4.Fixed a bug which prevents the droids from removing 'died' targets for auxiliary weapons. 5.Fixed some net message size count problems with vtol I made when adding multiple weapons to vtol

Re: [Warzone-dev] Re: [Warzone-commits] r686 - /trunk/src/projectile.c

2007-01-29 Thread Per Inge Mathisen
On 1/29/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Hmm, maybe that's a nice idea for some spare time: writing a diff-utility that generates diffs on compiler warnings/errors. Or just fixing those already present? I have to say, though: adding a ton of new warning flags to gcc for the

Re: [Warzone-dev] Current status of networking code

2007-01-29 Thread Per Inge Mathisen
On 1/29/07, Ari Johnson [EMAIL PROTECTED] wrote: What is the current status of the network code? I have been holding off trying to get it to work for Macs for a while because I heard that there was a major overhaul underway. Let me know - that's the next thing to get working on the Mac. It

Re: [Warzone-dev] Patch: Fog of War / Mist

2007-02-10 Thread Per Inge Mathisen
On 2/10/07, The Watermelon [EMAIL PROTECTED] wrote: On 2/10/07, Gerard Krol [EMAIL PROTECTED] wrote: Fog of War seems to be broken in that it renders a foggy sky instead of a black background. Fixed that. hmm just curious,do you know why the sky texpages are unused/broken?seems it draws

Re: [Warzone-dev] shapened textures

2007-02-11 Thread Per Inge Mathisen
The only thing I can think of would be that sharpened images are less amenable to texture compression (I do not know if that is true - it is just a conjecture), and the textures take more space in the GPU cache or need to be swapped out. How much GPU RAM do you have? We do not currently request

Re: [Warzone-dev] Lua-WRF

2007-02-12 Thread Per Inge Mathisen
On 2/12/07, Dennis Schridde [EMAIL PROTECTED] wrote: I was just experimenting with automatic unloading of unused resources. So when we get an Out of memory error when trying to load a resource, it would try to free resources which were not used for some time, to free some memory. If you run

[Warzone-dev] Coding style

2007-02-17 Thread Per Inge Mathisen
When making patches, please follow these minimal coding style guidelines: http://wz2100.net/wiki/development:coding_style Thank you. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] vbo and va tests

2007-02-18 Thread Per Inge Mathisen
On 2/18/07, The Watermelon [EMAIL PROTECTED] wrote: 2.Removed the shadowloop function added by one of these patches,and replaced it with opengl displaylist for better performance(at least the geometry data is unchanged during the 1st and 2st passes for us with scrouged gfx cards without

Re: [Warzone-dev] vbo and va tests

2007-02-18 Thread Per Inge Mathisen
On 2/18/07, The Watermelon [EMAIL PROTECTED] wrote: for the performance,something compiled and executed later in varm twice is definately faster than issuing the commands twice in host memory. Well, I did not have to work with OpenGL for long to learn the hard way that statements of the form

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

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

Re: [Warzone-dev] Linux crashdumps

2007-02-21 Thread Per Inge Mathisen
On 2/21/07, Dennis Schridde [EMAIL PROTECTED] wrote: For those interested in signal handling and backtrace creation, this sample might be usefull. Dump caused by signal: SIGSEGV, Segmentation fault Backtrace: 0x8048513 0x315420 0x8048995 0x4b8ae4e4 0x8048451 At

Re: [Warzone-dev] Patch: removal of duplicate code

2007-02-21 Thread Per Inge Mathisen
On 2/17/07, Gerard Krol [EMAIL PROTECTED] wrote: I went duplicate code hunting, and fixed these occurrences of copypaste. There are quite some more, but I leave those for another time. I have been working on this, and committed parts of it, but it is a real pain to check it for correctness. I

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread Per Inge Mathisen
On 2/22/07, The Watermelon [EMAIL PROTECTED] wrote: 3.another odd issue that kills the performance is that you cannot add all polygons of a shape to a triangle list and draw the list instead of drawing the polygons separately,because the shape will be very facked up if you do so,maybe the pie's

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread Per Inge Mathisen
On 2/22/07, The Watermelon [EMAIL PROTECTED] wrote: seems the terrain draw calls a special sets of functions (fastDrawTriangle and fastClippedTriangle) to optimize the performance of terrain drawing,though all of those seemed to be dropped into d3d/glide port to opengl... Interesting. I no

Re: [Warzone-dev] bug with SDL_framerateDelay

2007-02-23 Thread Per Inge Mathisen
On 2/23/07, Kamaze [EMAIL PROTECTED] wrote: Like i said, i got the best average FPS/CPU usage ratio with one SDL_Delay(1) call each 5 frames. On your computer, that is. The obvious problem with hard-coding something like this is that it will very likely not be the best on other people's

Re: [Warzone-dev] bug with SDL_framerateDelay

2007-02-23 Thread Per Inge Mathisen
On 2/23/07, Christian Ohm [EMAIL PROTECTED] wrote: On Friday, 23 February 2007 at 8:32, Per Inge Mathisen wrote without thinking: Besides, now that more people are getting LCD monitors, vsync control is increasingly irrelevant. Why? The problem is exactly the same: If you update the video

[Warzone-dev] New developer with svn access

2007-03-01 Thread Per Inge Mathisen
Hello all, Gerard has been added as an official developer on this project with svn access and admin rights to the gna.org trackers. - Per (for the gna.org admins) ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] revision 824 Patch for screen.c?

2007-03-02 Thread Per Inge Mathisen
On 3/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Before the hardcode of 512, it was change to BACKDROP_HACK_WIDTH, and BACKDROP_HACK_HEIGHT (which still is 512). In code below this with glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(0,

Re: [Warzone-dev] gdmps in 2.0?

2007-03-03 Thread Per Inge Mathisen
I agree with Watermelon. I think there is a good reason why I can't think of any other project that tries to do this. AFAICT, gnome uses gdb to produce core dump reports. Stripping debug symbols is bad. IIRC, in most Linux distros, every binary is shipped with debug symbols so that (power) users

Re: [Warzone-dev] exception dump problems?

2007-03-03 Thread Per Inge Mathisen
On 3/3/07, Dennis Schridde [EMAIL PROTECTED] wrote: If BSD also uses glibc, then it should work there too. I never used *BSD, but I am pretty sure they do not use glibc. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] gdmps in 2.0?

2007-03-03 Thread Per Inge Mathisen
On 3/4/07, Dennis Schridde [EMAIL PROTECTED] wrote: So what do you think should be done? Leave it as is (was before my commits) and don't try to automate the backtrace creation? Or offer a way to assist unexperienced users to create a backtrace? If yes, how? I don't know. The linux backtrace

Re: [Warzone-dev] gdmps in 2.0?

2007-03-04 Thread Per Inge Mathisen
I think the xdg-mail app in http://portland.freedesktop.org/wiki/ is supposed to solve the problem of how to send email from an application. But how it could deal with people like me who uses gmail over http and pine over ssh, I do not know. I doubt it can. I suspect many today use webmail and

Re: [Warzone-dev] Re: [Warzone-commits] r841 - /trunk/configure.ac

2007-03-04 Thread Per Inge Mathisen
On 3/4/07, Dennis Schridde [EMAIL PROTECTED] wrote: If ${WZ_FLAGS} are to be able to override the default flags (for example, -O2), it has to be *after* ${CFLAGS} when we sum up compiler flags. Otherwise the setting of some flags from within configure will be rather pointless. I did that

[Warzone-dev] Re: [Warzone-commits] r844 - /trunk/lib/framework/exceptionhandler.c

2007-03-04 Thread Per Inge Mathisen
On 3/4/07, Dennis Schridde [EMAIL PROTECTED] wrote: Custom implementation of strsignal, which is a GNU extension. Can we safely assume a list of signals that is the same for all OSes? I think you should at least strip out those that are not POSIX, like SIGWINCH. See

[Warzone-dev] Re: [Warzone-commits] r844 - /trunk/lib/framework/exceptionhandler.c

2007-03-04 Thread Per Inge Mathisen
By the way, I do not believe the mapping of signal numbers to signal symbols (eg SIGSEGV) is mandated to be the same on all systems by a standard. So the wz_strsignal()'s array of strings for signal names may for all I know be system-specific. - Per

Re: [Warzone-dev] Re: [Warzone-commits] r844 - /trunk/lib/framework/exceptionhandler.c

2007-03-04 Thread Per Inge Mathisen
On 3/4/07, Dennis Schridde [EMAIL PROTECTED] wrote: It can't... At least on compile time it is fixed in one way or the other. And if eg. 3 is defined to SIGQUIT at compiletime, it can never change ever thereafter... If a library compiled with SIGQUIT being 3 would communicate with a program

Re: [Warzone-dev] Re: [Warzone-commits] r841 - /trunk/configure.ac

2007-03-04 Thread Per Inge Mathisen
On 3/4/07, Dennis Schridde [EMAIL PROTECTED] wrote: Didn't think of default values... Just used the ?automake? manual (or someone else's manual on automake, don't remember) which said that it should be done this way. So which gcc switches are the issue here? We can define a WZ_CFLAGS_2 for

Re: [Warzone-dev] Bundle map_pack.wz with 2.0.6?

2007-03-05 Thread Per Inge Mathisen
On 3/5/07, Dennis Schridde [EMAIL PROTECTED] wrote: The with the requirement part is afaik breaking the GPL which says that there shall be no further restrictions on the material than what the GPL requires... I think the GPL already requires that copyright notices be preserved. - Per

Re: [Warzone-dev] Bundle map_pack.wz with 2.0.6?

2007-03-05 Thread Per Inge Mathisen
On 3/5/07, Dennis Schridde [EMAIL PROTECTED] wrote: I think the GPL already requires that copyright notices be preserved. I just remember that XFree86 required this, which was found to be incompatible with most distribution's licensing and also incompatible with KDE's GPL. So they droped it in

Re: [Warzone-dev] Re: [Warzone-commits] r854 - in /branches/sound/lib/sound: bases/ bases/vertex.hpp decoding.cpp decoding.hpp interface.cpp openal/context.cpp openal/context.hpp openal/source.cpp ope

2007-03-06 Thread Per Inge Mathisen
Since we are apparently turning this thread into mental gymnastics anyway, I have a related C++ question. Can virtual functions be inlined? If not, that would certainly be a big performance cost compared to C code with inlining. - Per ___ Warzone-dev

Re: [Warzone-dev] x TILE_SHIFT vs. x / TILE_UNITS

2007-03-14 Thread Per Inge Mathisen
On 3/14/07, Dennis Schridde [EMAIL PROTECTED] wrote: We are using (x TILE_SHIFT) in a lot of places in the code. A (very) quick micro-benchmark resulted in timings similar to these: 0m2.790s 0m2.800s These are not bitshifts instead of multiplication or division by a power of two, but

Re: [Warzone-dev] x TILE_SHIFT vs. x / TILE_UNITS

2007-03-14 Thread Per Inge Mathisen
On 3/14/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: These are not bitshifts instead of multiplication or division by a power of two, but actually bitshifts to conserve the precious memory of the PSX. The correct solution is to expand the relevant structures a bit, so that we do not have

[Warzone-dev] Rotation mask

2007-03-16 Thread Per Inge Mathisen
In map.h, there are these macros: #define TILE_ROTMASK0x3000 #define TILE_ROTSHIFT 12 They are used only once in active code, that is in display3d.c:flipsAndRots(): switch ((texture TILE_ROTMASK) TILE_ROTSHIFT) It appears to use two bits crammed into the psTile-texture UWORD, but I

Re: [Warzone-dev] Doxygen source code comments

2007-03-17 Thread Per Inge Mathisen
On 3/17/07, Major F. Tropper [EMAIL PROTECTED] wrote: do you want doxygen comments for functions done in the .h file or in the .c file? ... afraid that comments in .h file really soon be out of date because no look at the .h comment while chaging the behavior of a function. I agree. - Per

Re: [Warzone-dev] x TILE_SHIFT vs. x / TILE_UNITS

2007-03-17 Thread Per Inge Mathisen
On 3/14/07, Dennis Schridde [EMAIL PROTECTED] wrote: Although you could just store both world and tile coordinates and avoid the bitshifts, they are of course actually used for multiplication and division in this case. I read about something like that in Gems4, maybe it is what you mean:

Re: [Warzone-dev] x TILE_SHIFT vs. x / TILE_UNITS

2007-03-17 Thread Per Inge Mathisen
On 3/17/07, Dennis Schridde [EMAIL PROTECTED] wrote: No, the stuff that works on the psTile-texture UWORD. It contains which tile type, tile flags, and a two-bit rotate value, all compressed together. That stuff should be split apart. Well, if it's about flags, then a bitfield could be

[Warzone-dev] Removal of autopoint and intl/

2007-04-03 Thread Per Inge Mathisen
This patch adds three files to the repository, and rips out the dependency on autopoint and the (unnecessary IMHO) adding of all of the gettext sources to our code base. Most people either have gettext installed, or are on Windows, where I would assume you would be better off installing gettext

[Warzone-dev] Re: [Warzone-commits] r995 - in /trunk/src: message.c objmem.c

2007-04-03 Thread Per Inge Mathisen
On 4/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote: * turn some macrofunctions into inlines Good! But I think all inline functions in C should / must also be static. At least I think gcc needs this. - Per ___ Warzone-dev mailing list

[Warzone-dev] CMake support?

2007-04-03 Thread Per Inge Mathisen
I have been working on testing out cmake as a build system for Warzone. Its main advantage is that it can generated project files for other build systems, such as MSVC, KDevelop and Xcode. This means that we no longer would have the situation where a developer on one build system breaks the

Re: [Warzone-dev] massive memory leaks in the latest rev upon exit in MSVC

2007-04-04 Thread Per Inge Mathisen
On 4/4/07, The Watermelon [EMAIL PROTECTED] wrote: MSVC debug build is detecting massive memory leaks in the latest rev,which didnt happen in previous revs iirc(previous version only had few minor 'legacy' leaks in resource_lexer).Seems almost all memory allocations in frame.c are detected as

[Warzone-dev] Re: [Warzone-commits] r1038 - in /trunk/lib/sound: openal_track.c track.c

2007-04-08 Thread Per Inge Mathisen
On 4/8/07, Giel van Schijndel [EMAIL PROTECTED] wrote: * Change some calls to FREE(TRACK*) to free(TRACK*), because TRACK is always allocated using malloc Be aware that FREE() and free() are not synonymous - FREE() also sets the pointer to NULL afterwards. See lib/framework/mem.h - Per

Re: [Warzone-dev] [Warzone-commits] r1048 - in /trunk: configure.ac makerules/configure.mk po/ po/da.po po/de.po po/nb.po po/nl.po src/droid.c

2007-04-09 Thread Per Inge Mathisen
On 4/9/07, Dennis Schridde [EMAIL PROTECTED] wrote: * add -Werror-implicit-function-declaration to CFLAGS for debug=yes it is IMO not wanted, since yes!=strict. I dunno. I agree with Giel that linker errors are of the most annoying errors, because they appear so late (and in some

Re: [Warzone-dev] [Warzone-commits] r1047 - in /trunk: ./ lib/ivis_common/ lib/ivis_opengl/ lib/script/ lib/widget/ src/

2007-04-10 Thread Per Inge Mathisen
On 4/9/07, Dennis Schridde [EMAIL PROTECTED] wrote: - Remove -Wno-unused-label as this warning is not generated anymore Oh? cc1: warnings being treated as errors resource_lexer.lex.c: In function 'res_lex': resource_lexer.lex.c:725: warning: label 'find_rule' defined but not used make[4]: ***

Re: [Warzone-dev] [Warzone-commits] r1051 - in /trunk: lib/framework/ lib/widget/ po/ src/

2007-04-10 Thread Per Inge Mathisen
On 4/10/07, Giel van Schijndel [EMAIL PROTECTED] wrote: * modify rank retrieval functions to use a central array instead; currently ranklimits (i.e. the amount of kills required to promote) is hardcoded in switch statements, as is the case with the names of those ranks droid.c:5034: error:

Re: [Warzone-dev] Missing files?

2007-04-11 Thread Per Inge Mathisen
On 4/11/07, Ari Johnson [EMAIL PROTECTED] wrote: That took care of both problems. Trunk still won't compile because warnings are treated as errors (due to -Werror being set in configure.ac) and yy_flex_realloc is unused. You can use --enable-debug=no as a workaround. Can you post the full

Re: [Warzone-dev] [Warzone-commits] r1084 - in /trunk: lib/framework/gettext.h lib/gamelib/Makefile.raw lib/sound/audio.c lib/sound/audio.h lib/sound/track.c lib/sound/track.h src/droid.c src/droid.h

2007-04-13 Thread Per Inge Mathisen
On 4/13/07, Dennis Schridde [EMAIL PROTECTED] wrote: Just defining ENABLE_NLS is not sufficient to be accepted as true by #if? No, I think this is compiler-dependent. #define N then #ifdef N or #if defined(N) should work on all compilers. In the early warzone code, berlios days, I had a lot of

Re: [Warzone-dev] Texfile array fix

2007-04-13 Thread Per Inge Mathisen
On 4/13/07, Dennis Schridde [EMAIL PROTECTED] wrote: The texfile[] array is 64 chars long, but iV_ProcessIMD reads up to 80 chars into it. I limited this to 64-5 (concat .png\0) in branches/2.0. Do you think this issue is worth being send to distributors as a security fix? Is this a

Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-15 Thread Per Inge Mathisen
On 4/14/07, Ari Johnson [EMAIL PROTECTED] wrote: 1. OpenAL. MacOS X 10.4 provides an OpenAL framework, which I use in building Warzone. I just include the framework in the .app file that gets built, so that it will run on 10.3. But this is probably bad practice. And 10.4 is required for a

Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-15 Thread Per Inge Mathisen
On 4/15/07, Ari Johnson [EMAIL PROTECTED] wrote: The problem I have right now is that a MacOS header file that Xcode is including in some bizarre chain cause keyDown and mouseDown to be defined as enum values, whereas we define them as functions. Would it be a crime against nature to rename

Re: [Warzone-dev] smaller per-pie texture vs bigger texture page?

2007-04-16 Thread Per Inge Mathisen
On 4/16/07, The Watermelon [EMAIL PROTECTED] wrote: To list the advantages and disadvantages of them Smaller per-pie texture: 1.faster opengl texcoords2f due to the reduced texture size(128x128 or 3.might increase texture bind frequency because textures are no longer shared between pies via

Re: [Warzone-dev] remove mp3 support

2007-04-16 Thread Per Inge Mathisen
On 4/16/07, Dennis Schridde [EMAIL PROTECTED] wrote: PS: As we are at it: We can strip JPEG as well. The code to read PNG backdrops is allready present. Jpeg is pretty much universal, though, and png backdrops are *much* larger. - Per ___

Re: [Warzone-dev] remove mp3 support

2007-04-16 Thread Per Inge Mathisen
On 4/16/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I also have lots of mp3 files. But do you play them with Warzone? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-17 Thread Per Inge Mathisen
On 4/17/07, Ari Johnson [EMAIL PROTECTED] wrote: One thought I had was whether or not to create a branch for the Mac port. I really would not recommend this. It is a lot of work. It gives people the wrong impression. It's not that much stuff to integrate into the main trunk, the real

Re: [Warzone-dev] PNG screenshots crash (MSVC) ?

2007-04-19 Thread Per Inge Mathisen
On 4/18/07, Giel van Schijndel [EMAIL PROTECTED] wrote: I'm not sure if size_t is a C99 thing or whether it already existed in C89. It is ANSI C, I believe. You may need to include stddef.h to get to it. - Per ___ Warzone-dev mailing list

Re: [Warzone-dev] [Warzone-commits] r1164 - /trunk/lib/ivis_opengl/screen.c

2007-04-23 Thread Per Inge Mathisen
On 4/23/07, Giel van Schijndel [EMAIL PROTECTED] wrote: * Use a variable sized array for the scanline array Much as I like variable size arrays, this will break MSVC builds, since MSVC does not support this (it is not a C99-compatible compiler, which really sucks). - Per

[Warzone-dev] BSPIMD and PIETOOL

2007-04-23 Thread Per Inge Mathisen
I would like to dump support for the BSP part of IMDs. It was introduced to speed up Warzone on the PSX, as far as I can tell, and it does nothing to speed things up on my box. Try it yourself by commenting out the #define BSPIMD line in lib/ivis_common/ivisdef.h header. By removing it, we can

Re: [Warzone-dev] [Warzone-commits] r1164 - /trunk/lib/ivis_opengl/screen.c

2007-04-23 Thread Per Inge Mathisen
In 4/23/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Well a very good reason: readability and ease of maintenance. Ease of maintenance also means making it easy for people to use tools they are used to. For good or bad (as you see it), MSVC is in active use, and so should not be broken by

Re: [Warzone-dev] [Warzone-commits] r1176 - in /trunk: lib/ivis_common/bitimage.c lib/ivis_common/tex.h lib/ivis_opengl/piedraw.c lib/ivis_opengl/screen.c lib/ivis_opengl/tex.c src/init.c src/intdispl

2007-04-24 Thread Per Inge Mathisen
On 4/24/07, Giel van Schijndel [EMAIL PROTECTED] wrote: * Turn some implicit conversions of void* to something* into an explicit cast Is that really necessary? Can't you use some switch to turn such warnings off instead? It is ugly, and makes maintenance harder. Void was meant as a generic

Re: [Warzone-dev] [Warzone-commits] r1176 - in /trunk: lib/ivis_common/bitimage.c lib/ivis_common/tex.h lib/ivis_opengl/piedraw.c lib/ivis_opengl/screen.c lib/ivis_opengl/tex.c src/init.c src/intdispl

2007-04-24 Thread Per Inge Mathisen
On 4/24/07, Giel van Schijndel [EMAIL PROTECTED] wrote: * Turn some implicit conversions of void* to something* into an explicit cast Is that really necessary? Can't you use some switch to turn such warnings off instead? It is ugly, and makes maintenance harder. Void was meant as a

Re: [Warzone-dev] hardpoint turret imd missing in head rev

2007-04-24 Thread Per Inge Mathisen
On 4/24/07, The Watermelon [EMAIL PROTECTED] wrote: the turret imd(any weapon) on hardpoint is missing in game with the head rev,it worked fine in few revision That is really odd. We have not removed any IMDs AFAIK. In which revision did it stop working? - Per

Re: [Warzone-dev] Finding map problem(s)

2007-04-28 Thread Per Inge Mathisen
On 4/28/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Why is debug build no default for building with mingw/msys /linux? I think this why people no see asserts! You must do --enable-debug now for it to enable debug mode. IMHO, I think --enable-debug=yes should be the default for all but

Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-04-29 Thread Per Inge Mathisen
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

Re: [Warzone-dev] Pieslicer and PIE question?

2007-05-01 Thread Per Inge Mathisen
On 5/1/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Or do we make new format like .obj or .3ds since editor already made for these? The only thing that needs to add is connector points I thinks? I looked into using 3ds as a file format, and it looked feasible. The Pumpkin folks used 3DS MAX

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