Hi all,
As many of you known http://wz2100.net is currently down. It is my
understanding that the (virtual) server is currently unable to boot and
Kamaze, the sever-master, is away for at least another week or so.
In the interim the A record for the domain wz2100.net has been updated
to point
Hi,
Perhaps also make a Windows app out of
mapconv to help people convert. Once this is done, the current
hard-coded distinction between arizona, rockies and urban will be
gone, and their tiles and decals can be used interchangeably.
I can do this and should have some time over the next
On 24 Jul 2010, at 11:16, Kreuvf wrote:
Guangcong Luo wrote:
We (dak180 and I) have been thinking about it for a while. We think
sequences.wz should be renamed to videos-sd.wz and videos-lq.wz.
What does the sd stand for?
Standard definition/distribution would be my guess. I presume lq is
Hi all,
What follows are my plans to clean up the iniparser code in lib/iniparser/.
1) Add a dictionary_set_prefix function that will allow a string to be prefixed
to all set and get queries. This should simplify section handling (which
currently works by prefixing the section name onto a
Hi all,
Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's
possible,
but savegame compatibility is important (esp. for campaign, which
doesn't seem
affected - this time).
If campaign still works then leave it. That is the most important.
Regards, Freddie.
PGP.sig
Hi all,
I have just uploaded FMV and non-FMV builds of 2.2_rc1 for Mac OS X.
Enjoy. For some reason these are slightly smaller than the beta builds
-- I guess some stuff was removed.
Regards, Freddie.
PGP.sig
Description: This is a digitally signed message part
Hi all,
On 8 May 2009, at 07:52, Per Inge Mathisen wrote:
Note that these balance issues have almost entirely to do with the
given selection of droid templates that each AI has, and almost
nothing whatsoever to do with the AI script code itself.
Also worth pointing out that AIV was never
Hi all,
On 12 Apr 2009, at 22:24, Dennis Schridde wrote:
tmp = malloc(texture_width * texture_height * 4);
glGenTextures(1, video_texture);
glBindTexture(GL_TEXTURE_2D, video_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
Hi,
On 8 Apr 2009, at 08:46, Florian Schanda wrote:
On Wednesday 08 April 2009 01:56:13 bugs buggy wrote:
And by low end, I mean systems that
have crappy openGL drivers, I think we require openGL 1.3 maximum for
this release?
Will you support the open source ATI drivers -- as they
Hi all,
As of last night we finally have OpenGL support in betawidget! This puts us
one step closer to completeness.
However, there is still quite a lot which needs to be done. Firstly the event
handling is a bit flakey and has some bugs related to overlapping
widgets/windows which needs to
Hi,
On Sun, 2009-03-15 at 09:02 +0100, Kreuvf wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Freddie Witherden wrote:
I'd rather just use the SVN revision of the game. It is simpler.
What do you do when switching to another VCS? That value must be
VCS-independent. And if I
Hi all,
Proposed constants:
NETCODE_VERSION_MAJOR=0, NETCODE_VERSION_MINOR=0, DATA_VERSION=2.2
(With the latter being the one used to concat mod version strings onto.)
I'd rather just use the SVN revision of the game. It is simpler.
Furthermore there are a lot of changes we could make to the
Hi all,
+1 on sticking with SVN.
Regards, Freddie.
___
Warzone-dev mailing list
Warzone-dev@gna.org
https://mail.gna.org/listinfo/warzone-dev
Hi all,
I am not going to be around much over the weekend and so would
appreciate it if we could get 2.1.2 and 2.2 alpha1 (or beta1) tagged
so that I can build the required Mac binaries.
Unless there are any blockers which I am not aware of.
Regards, Freddie.
PGP.sig
Description: This
Hi,
On Thu, 19 Feb 2009 12:55:49 +0100, Gerard Krol
g.c.k...@student.tudelft.nl wrote:
I did slightly more work on it, and was not satisfied with the end
result. It just didn't feel right (oooh). I think we should completely
rewrite the joining/hosting code. Also, JSON is quite OK, but a way
Hi all,
On 31 Jan 2009, at 09:05, Dennis Schridde wrote:
Nope, not much holding back 2.2.
I would like to see the new lobby protocol which Gerard was working on
make it into 2.2. Will simplify things in the future.
Other than that, the sooner we branch, the better!
Regards, Freddie.
Hi all,
A week or so ago Giel committed some endian changes which fix several
bugs on big-endian systems, namely loading and saving games. These
fixes are very important for PowerPC users (mainly OS X, possibly a
few Linux users).
Therefore, it is my recommendation that we tag 2.1.1 as
Hi,
Most of these failures originate from having too few disk space. I
think
the size of trunk (in bytes) has increased causing this error.
Considering that I don't have any more diskspace on this system I'll
be
disabling my nightly build script for now.
Can you not delete some of the
Hi all,
I think we should look into branching 2.2 soon; couple of weeks of bug
fixing (there are still some lurking) and we should be good to go.
Giel might have something to say about the status of SQLite (I think
it is partially used in trunk and not totally finished).
From the OS X
Hi all,
On 25 Dec 2008, at 18:57, Dennis Schridde wrote:
BTW, I like EvilGuru's ambitious plan, if for no other reason than
that it sounds awesome and motivating.
Sounds awesome: Yes.
Motivating: For some time, yes.
I just feel we will get stuck again in a situation like we have now.
Hi all,
I am interested in knowing what everyone things about the idea of
associating .wz files with Warzone in the shell. This would mean that
to start the game with a mod foo.wz all the user would need to do is
double click it.
While it might not be a big deal for Linux users, who are
Hi,
While it's better than the current way, the problem with such a scheme
is that it only allows one mod at a time. I much prefer the old
Warzone way of simply renaming the mod to enable/disable it.
Double-clicking it could even toggle its enable/disable state.
Mixing and matching mods is
Hi Giel,
On 24 Sep 2008, at 23:52, Giel van Schijndel wrote:
Not supporting trunk savegames with 2.1_beta5 should IMO be *no*
problem
(i.e. no need to have forward compatibility). As for 2.1_beta4
savegames, what's the worst that could happen? People not upgrading to
2.1_beta5 (and
Hi Dennis/Buggy
On 22 Sep 2008, at 09:27, Dennis Schridde wrote:
Am Montag, 22. September 2008 04:32:13 schrieb bugs buggy:
While this has been discussed before, I feel that we need more
input from
everyone, so I created a poll to see what the community thinks is
the best
course of
Hi Dennis,
On 22 Sep 2008, at 13:06, Dennis Schridde wrote:
Try playing 2.1_beta4, it is quite poor so far as releases go.
2.1_beta5 is not going to go down well with people either if we break
their save games (will probably cause them not to upgrade).
That reminds me that we need some way to
Hey Dennis,
On 22 Sep 2008, at 16:24, Dennis Schridde wrote:
Am Montag, 22. September 2008 15:29:09 schrieb Freddie Witherden:
Hi Dennis,
Hello Fred!
On 22 Sep 2008, at 13:06, Dennis Schridde wrote:
Try playing 2.1_beta4, it is quite poor so far as releases go.
2.1_beta5 is not going
Hi,
On 18 Sep 2008, at 12:51, Dennis Schridde wrote:
Am Donnerstag, 18. September 2008 13:24:37 schrieb Freddie Witherden:
Author: evilguru
Date: Thu Sep 18 13:24:36 2008
New Revision: 6037
URL: http://svn.gna.org/viewcvs/warzone?rev=6037view=rev
Log:
Fix the inclusion of GLEE
Hi Dennis,
On 18 Sep 2008, at 13:34, Dennis Schridde wrote:
Will betawidget stay where it currently resides? Maybe we want to
make it more
obvious that it does not directly belong to Warzone 2100.
I am quite happy with it in lib/. Ideally all of the code in lib/
should be useful/usable
Hi all,
On 16 Sep 2008, at 20:21, Giel van Schijndel wrote:
Also, yes, I know that it breaks savegames, that's not a bug, that's
the
lack of a feature (the feature being forward compatibility in r4637's
savegame change). There's little, if anything, that can be done about
that. But we'll
Hi Dennis,
On 7 Sep 2008, at 13:17, Dennis Schridde wrote:
On Sunday 07 September 2008 13:28:45 Kamaze wrote:
Looks like a stuck situation, at least for the renderer. Does someone
already have some ideas for the future? Different rendering parts to
stay GMA compatible or breaking GMA support
Hi Giel,
You mean GL ES doesn't support glBegin/glEnd? I thought that was
part of
the minimal set that it *does* support?
Nope they got rid of a *lot* of old stuff in ES. OpenGL ES shares more
in common with OpenGL 3.0 than it does with OpenGL 2.0.
glBegin/glEnd are mainly used by CAD
Hi Per,
The more important question: Does an RTS game like Warzone run well on
a handheld console? I think the game requires a mouse, unless you want
to play campaign with the drive mode, as in the PSX version.
It would appear so. A while back a group got 0.2.3 running on the
Maemo platform
Hi Giel,
On 27 Aug 2008, at 14:48, Giel van Schijndel wrote:
Dennis Schridde schreef:
Am Mittwoch, 27. August 2008 05:39:02 schrieb Giel van Schijndel:
NOTE: This message is automatically generated by the nightly build
script.
Building of the nightly build failed for revision r5877 [1]
Hi Giel,
On 26 Aug 2008, at 14:35, Giel van Schijndel wrote:
bugs buggy schreef:
The only other question I have is for the translations, and if
there is
enough room?
To my knowledge the only limit to the size of translatable strings is
the amount of available memory. AFAIK gettext
Hi Ari, Tim,
Good news about the Xcode project!
However, do you know if it is possible to comment out a target for
10.5 (which ships with Bison 2.3)? So far as 10.5 goes, trunk builds
(with a slight modification to multiint.c IIRC).
Regards, Freddie.
Hi all,
Since one cannot commit a patch unless it is signed in triplicate, sent in,
sent back, queried, lost, found, subjected to a public enquiry, lost again,
and finally buried in soft peat for three months and recycled as firelighters
I am hereby submitting my patch for formal review.
The
Hi Per,
On 25 Aug 2008, at 13:12, Per Inge Mathisen wrote:
On Mon, Aug 25, 2008 at 12:40 PM, Freddie Witherden
[EMAIL PROTECTED] wrote:
The patch can be found here: http://developer.wz2100.net/ticket/38
I believe, if deemed suitable for trunk that it should be a
candidate
Hi all,
As some of you may have noticed I have started to add clipboard
support to betawidget (starting with OS X). The bad news, however is
that it involves platform specific code.
Since one of the goals of betawidget is that it is portable and not
tied to SDL/Warzone (integration into
Hi all,
I have just got around to compiling off trunk on OS X 10.5. This
required two changes:
• Updating the QuesoGLC version to trunk r832;
• Changing the include path for GLC so that revisions r5833 compile.
However, there are several issues which I experience on my Intel
MacBook
Hi all,
On 19 Aug 2008, at 07:31, Per Inge Mathisen wrote:
Got a suggestion for a new server? As long as we use svn (and not a
fully distributed tool), I would like a host that has reliable
backups, in addition to decent speed and uptime.
I quite like Gna!, advert free, provide hosting space
Hi all,
As outlined on the wiki page for betawidget one of the things still
outstanding is tool-tip support – something which is proving to be
quite a pain to implement.
Here is my current idea:
- The root widget, a window, has two children – a container and a
toolTip instance;
- the
URL:
http://gna.org/patch/?1088
Summary: Various Netcode Improvements
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Thursday 24/07/08 at 16:46
Category: Fix
Priority: 7 - High
Hi,
On Monday 14 July 2008 18:56:05 d3f3nd3r wrote:
hello,
I'm a student and interested in working on Warzone!
I know c (data structures, strings), c++ (gtk/wxwidgets + basics +
basics templates) and python.
Is there anything I can do, or can you recommend good resources on the web
Hi all,
PS: This includes not waiting for any MacOS bugs.
Since it appears to me we do not have a maintainer for that
anymore, there is
no sense in waiting for the bugs to be fixed by some magic.
To the best of my knowledge, all current OS X bugs (excluding build
ones) are not directly
Hi all,
Today I have been looking at getting SVG rendering working in
Betawidget. Initially I looked at librsvg (http://
librsvg.sourceforge.net/ ), however decided against it due to the
dependency on glib/gobject.
So, instead I looked at libsvg and libsvg-cairo. While these
libraries
Hi again,
On 28 Jun 2008, at 19:28, Freddie Witherden wrote:
I have written a test application (in Qt) to showcase the rendering
capabilities of libsvg-cairo. This can be found here: http://
www.witherden.org/~freddie/svg.tar.gz (I'll try to find a more
permanent location for it).
I have
Hi all,
On Friday, 13 June 2008 at 0:19, bugs buggy wrote:
I haven't done much with video stuff, but I used ffmpeg with a
bitrate
of 2400K, and used the 'double sized' video (as in, it skips ever
other scanline to make the FMV appear bigger than it is), so while
the
Skip every other
Hi all,
A non-debug build *should* #define NDEBUG (to shut up the ASSERTs
among
others). Hence I think the better fix would be to #define NDEBUG in
the
XCode project when producing a non-debug build.
#ifndef DEBUG seems more than sufficient. More consistent too.
Inconsistent
Hi,
Note that due to school stuff (i.e. a lack of planning on someone
else's
part, *does* constitute a problem on my part) I won't have a lot of
time
to spend on Warzone...
I will have to time whatsoever until the 19th. Might be able to do
the odd bit of tech support, but nothing
Hi all,
Given that my binaries are subject to deletion anyhow, I'll let
Freddie do it. Have fun.
Per suggested that we should do some more testing first. Since Mac
(PPC) = Anything else multiplayer games are now a reality I believe
it is worth testing them some more. (This will be the
Hi all,
The extracted .app totals about 70MB. I don't know if he did
something differently or not. The lack of communication led me to not
even know he had created one - or, for that matter, how he created
one, since the game would not build as originally tagged for beta3.
The
Hi,
Please, please, please, leave this file alone! I have tried (and failed) in
the past to clean it up and it introduced a multitude of strange bugs.
Therefore it is important to test the patch for a couple of hours before
committing it.
Regards, Freddie.
Hi,
On Fri, 9 May 2008 12:05:47 +0200, Dennis Schridde [EMAIL PROTECTED]
wrote:
widget.h:
int32_t userData;
I made it a fixed size so that people would not be tempted to store
pointers in it (we have pUserData for that). Knowing it is a fix size may
also allow it to be used for storing
Hi,
On Fri, 9 May 2008 10:38:54 +0200, Dennis Schridde [EMAIL PROTECTED]
wrote:
Just something I experimented with:
#define CALL(OBJECT, METHOD) ((OBJECT)-vtable-METHOD)
CALL(xob, xme)(p1, p2);
Currently the way virtual methods (i.e., those which use the vtable) are
called is exactly the
Hi,
On 9 May 2008, at 12:28, Dennis Schridde wrote:
Am Freitag, 9. Mai 2008 12:17:43 schrieb Freddie Witherden:
On Fri, 9 May 2008 10:38:54 +0200, Dennis Schridde
[EMAIL PROTECTED]
wrote:
Just something I experimented with:
#define CALL(OBJECT, METHOD) ((OBJECT)-vtable-METHOD)
CALL(xob
Hi all,
On 5 May 2008, at 07:42, Per Inge Mathisen wrote:
On Sun, May 4, 2008 at 11:49 PM, Freddie Witherden
[EMAIL PROTECTED] wrote:
The problem: we need a way for child widgets to position themselves
within their parents. We do not want to use pixel co-ordinates and
need the system
Hi,
On 5 May 2008, at 12:29, Per Inge Mathisen wrote:
On Mon, May 5, 2008 at 1:02 PM, Freddie Witherden
[EMAIL PROTECTED] wrote:
My suggestion is simply to make it snap to another widget (not
necessarily a parent, could be a sibling), and then provide an
(x, y)
constant offset from
Hi,
On 5 May 2008, at 13:22, Dennis Schridde wrote:
Am Sonntag, 4. Mai 2008 23:49:57 schrieb Freddie Witherden:
The problem I am having is how a widget should tell its parent where
it wants to be? Should it be relative to other widgets? Should it be
relative to a side (north, east, south
Hi,
This kind of layout is designed for application GUIs, and I am not
convinced they will work very for us. We have some rather complicated
UI elements (eg the reticule), and I would like to be able to specify
somehow the amount of offset there should be from one widget to
another, rather
Hi all,
As many of you know, the new GUI is taking shape - slowly but surely.
The base widget code is there, with there being just a few more
things to brush off before the fun can begin - designing the actual
widgets themselves.
However, the remaining bits left to do are perhaps the
URL:
http://gna.org/patch/?1055
Summary: Droid.c Cleanup
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Sunday 04/13/2008 at 11:30
Category: None
Priority: 5 - Normal
URL:
http://gna.org/patch/?1030
Summary: Anti-painting Patch
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Friday 28/03/08 at 18:18
Category: Feature
Priority: 5 - Normal
Here is a short proposal for the new GUI library to replace the
current one in Warzone. As usual, comments are not only welcome, but
mandatory.
The main problems with the current widget/form system are:
* It is convoluted and hard to maintain.
* It provides a limited set of widgets.
*
URL:
http://gna.org/patch/?1004
Summary: Cleanup featureType
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Saturday 03/15/2008 at 20:20
Category: None
Priority: 3 - Low
Hi all,
Following on from what Per suggested a couple of weeks ago about a
Warzone Studio I have formulated a _rough_ proposal for what such an
application would accomplish:
1) Simplify the creation of IMG files and texture pages. This
includes splitting up a set of texture pages into
Hi,
this could, in large part, be mitigated by taking any concept of
texpage-tesselation out of the mod studio, and putting it straight
into the engine, thus as we work on warzone studio, at the same
time we work on a dynamic tesselator for the engine, which will
take a lot of small
Hi,
On Mon, 03 Mar 2008 13:38:26 +0100, Kamaze [EMAIL PROTECTED] wrote:
Throw in: What about JSON?
JSON does not make a lot of sense for the stats; one of the advantages to
SQL is that it can be easily queried. Storing the stats in a JSON file
would simplify the parsing (compared to what we
Hi,
Then maybe XML (yes, they are bloated) using XPath to query the
information? Implementing a database engine just to load some stats
looks for me like breaking a butterfly on a wheel.
Modelling such data in XML would be a poor use of it. XML makes sense
for reports (as you can XSLT it to
Hi all,
So please vote now, for or against release of 2.1_beta2 by the end
of the
week.
So long as GLC works as expected under Windows, I am for it. If not
it might be worth holding off a few more days until we can get
something together.
On the netcode front everything is suspiciously
Hi all.
On Tue, 29 Jan 2008 20:55:22 +0100, Kamaze [EMAIL PROTECTED] wrote:
Hi there,
i mentioned this already quite a while ago and want to talk again about
it. Ok, i think it would be good if we would had an starting application
for warzone, where you can setup game settings like the
Hi all; hopefully this will be the last ever netcode update as the
porting process is nearing completion.
Over the last week several important functions have been ported over,
with all the remaining being a few one-liners in multiplay.c and
multiinit.c along with the text message, beacon
it mac osx, you do have a terminal... that gives you command-line
capabilities right up there with any other unix. besides which, svn
already has what you ask for: you can change the resolution and fullscreen
settings which take effect on the next program run.
While it does have a terminal
URL:
http://gna.org/patch/?913
Summary: Port multiplay.c over to the new netcode API
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Thursday 01/03/2008 at 13:23
Category: Feature
Hi all. Well the netcode has progressed in leaps and bounds since I
my last update. Several parts have been ported over (including the
majority of multibot.c, thanks to Giel!) and several tweaks to
multisync.c by per and I.
Currently the biggest issue with the netcode is droids randomly
URL:
http://gna.org/patch/?910
Summary: Port multiopt over to the new netcode API
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Tuesday 01/01/2008 at 00:54
Category: Fix
Hi all,
Please tell me what you think about switching to Lua as our scripting
language.
I am an all-in or all-out kind of guy. Duplication is not a good
friend of mine. I like the idea of using lua, it would serve to
reduce the barrier-of-entry to modding/scripting Warzone (a lot of
URL:
http://gna.org/patch/?906
Summary: Links Droid Speed To Experience
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Tuesday 12/25/2007 at 22:32
Category: Feature
Priority: 3
URL:
http://gna.org/patch/?901
Summary: Move multisync.c over to the new API
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Monday 12/24/2007 at 19:22
Category: Fix
Priority: 6
URL:
http://gna.org/patch/?894
Summary: Makes numKills A float
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Saturday 12/22/2007 at 14:41
Category: Fix
Priority: 4
My experience is that just committing something to trunk is the easiest
and
quickest way to test changes.
Why not commit the entire patch this weekeind and have every developer
run
the game in a debugger and play a few games? I suppose we can catch all
bugs in a few hours then. We can always
URL:
http://gna.org/patch/?888
Summary: Netcode: multigifts.c
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Tuesday 12/18/2007 at 20:41
Category: Fix
Priority: 7 - High
URL:
http://gna.org/patch/?881
Summary: Update BASE_OBJECT to use Vectors
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Monday 12/10/2007 at 20:48
Category: None
Priority: 5 -
URL:
http://gna.org/patch/?866
Summary: Adds A Video Options Menu
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Saturday 12/01/2007 at 16:24
Category: Feature
Priority: 1 -
URL:
http://gna.org/patch/?860
Summary: Enables Cursor Trapping
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Sunday 11/25/2007 at 22:47
Category: Feature
Priority: 3 - Low
URL:
http://gna.org/patch/?856
Summary: Makes Commanders More Useful
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Saturday 11/17/2007 at 12:42
Category: Feature
Priority: 3 -
URL:
http://gna.org/bugs/?10255
Summary: Segfault in stencil_one_pass
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Saturday 11/03/2007 at 21:29
Category: Engine: Graphics
On 20 Aug 2007, at 18:03, The Watermelon wrote:
This patch makes weapon to shoot number of connectors projectiles
in parallel and add muzzle flash to each connector(barrel) instead
of one with 'twin bullet gfx' and one muzzle flash centered
MG2Mk1(Twin MG) damage increased from 14 to
Hey all.
Here is the network API as it currently stands/I currently see it:
// Set up the packet, along with if you are encoding or decoding
net_begin(enum_direction_enum, MESSAGE_TYPES);
// Fill the packet
net_uint32_t(uint32_t*);
// Finalise the packet and send
net_end();
The idea is that
I am not sure if this made its way to the mailing lists (sorry for
posting it again if it has):
On 18 Jul 2007, at 13:02, Per Inge Mathisen wrote:
I was just working on something else, when it struck me how easily the
XDR way of boundling read and write methods would break the code.
Compare
On 18 Jul 2007, at 22:15, Martin Koller wrote:
IMHO those things should be corrected even for plain C
compilation, as
it's kind of ugly and might hide bugs.
No, you should not cast the value returned from malloc in C...
you should not in the meaning of in C it is not needed or this
URL:
http://gna.org/patch/?768
Summary: Some Vector Additions
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Monday 07/16/2007 at 21:32
Category: None
Priority: 5 - Normal
URL:
http://gna.org/bugs/?9507
Summary: Sound Related Crash In Multiplayer Game
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Sunday 07/15/2007 at 16:48
Category: Engine: Sound
URL:
http://gna.org/patch/?756
Summary: Code Cleanups and Reduction In projectile.c
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Sunday 07/01/2007 at 22:05
Category: None
Hi.
Would you be able to explain what the problem in MSVC was and exactly
what code has been changed, as it does not seem to be any different
(just some bits moved around).
Regards, Freddie.
Index: droid.c
===
--- droid.c
Hi.
MSVC only supports C89 style variable declarations.
This means: Var decls are allowed at the beginning of the block only.
You're joking right? I am sure that when I used MSVC a while back it
supported them, but I may have accidently been compiling as C++. I am
positive though that it
URL:
http://gna.org/patch/?745
Summary: Adds Support For Partial Kills
Project: Warzone Resurrection Project
Submitted by: evilguru
Submitted on: Thursday 06/07/2007 at 12:49
Category: None
Priority: 4
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
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
Hi.
As I am sure some of you know (I have been talking about it non-stop
on IRC under the alias EvilGuru for the past week or so) I have been
working on an update to the experience mechanism. In an attempt to
make the system 'fairer' I have added support for partial kills, with
units
Hi.
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?
For your mod, would not it make fix place/wall units very
powerful?
To the best of my knowledge experience is only
1 - 100 of 101 matches
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