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
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
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
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
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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
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)
+++
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
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
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
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
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
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
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
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
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
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
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
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
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
On 11/29/06, Dennis Schridde [EMAIL PROTECTED] wrote:
What I just thought of (totally off topic): Does perhaps GL offer some way of
doing vector math like this? (Add 2 vectors and calculate it's length.)
No, but you can abuse shaders to do it, if you are really desperate
for more speed ;-)
On 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
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
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
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
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?
-
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
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
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
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.
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
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
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
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.
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
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.
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
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
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
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
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
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
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
When making patches, please follow these minimal coding style guidelines:
http://wz2100.net/wiki/development:coding_style
Thank you.
- Per
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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
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
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
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
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
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
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
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
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
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
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)
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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,
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
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
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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
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
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
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
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
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
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
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
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
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
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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
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
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
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
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:
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
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
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
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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
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
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
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
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]: ***
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:
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
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
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
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
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
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
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
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On 4/16/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
I also have lots of mp3 files.
But do you play them with Warzone?
- Per
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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
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
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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
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
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
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
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
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
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
On 4/29/07, The Watermelon [EMAIL PROTECTED] wrote:
Attached fixed projfix13a and the fixes for flattenimd crash which was
reported in forum a few days ago.
Here is a reworked version of the patch for the flattenimd issue.
There were some problems with switching MAX/MIN and missing -1 for
On 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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