[Warzone-dev] [bug #12400] assert in droid.c (r6104)

2008-10-12 Thread Per I. Mathisen

Update of bug #12400 (project warzone):

  Status:   Confirmed = Fixed  
 Open/Closed:Open = Closed 


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[Warzone-dev] [bug #12400] assert in droid.c (r6104)

2008-10-12 Thread Per I. Mathisen

Update of bug #12400 (project warzone):

  Status:None = Confirmed  
 Assigned to:None = per

___

Follow-up Comment #2:

I cannot reproduce it, but I can see why it could happen. Patch attached.

(file #4861)
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Additional Item Attachment:

File name: demolishcrashfix.diff  Size:1 KB


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[Warzone-dev] [bug #12430] assert in widget:1080 while modifying vehicle

2008-10-12 Thread Per I. Mathisen

Update of bug #12430 (project warzone):

  Status:None = Confirmed  
 Assigned to:None = per

___

Follow-up Comment #2:

Patch to fix this problem attached. Makes us test validity of system
component when changing propulsion, and also avoid crashing if current weapon
mode is invalid.

(file #4860)
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Additional Item Attachment:

File name: bugfix Size:1 KB


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[Warzone-dev] [bug #12430] assert in widget:1080 while modifying vehicle

2008-10-12 Thread Per I. Mathisen

Update of bug #12430 (project warzone):

  Status:   Confirmed = Fixed  
 Open/Closed:Open = Closed 


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[Warzone-dev] [bug #12363] Endlessly spinning droids - bug in moveGetDirection

2008-09-27 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?12363

 Summary: Endlessly spinning droids - bug in moveGetDirection
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 09/27/2008 at 21:15
Category: Engine: Movement
Severity: Important
Priority: 5 - Normal
  Status: Confirmed
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: All
 Planned Release: None

___

Details:

There is a subtle bug in moveGetDirection() that results in droids that spin
endlessly in circles, going nowhere. The problem occurs when a droid gets a
path, but is nudged off course, so that it appears closer to the second
waypoint in the path than the first. When moveGetDirection tries to
interpolate a direction for it between the two waypoints, it sends it in a
circle between the two, since it does not understand that it could be closer
to the second waypoint than the first.

Savegame that reproduces the bug is attached.

Also attached is a nasty hack to fix the problem.



___

File Attachments:


---
Date: Saturday 09/27/2008 at 21:15  Name: spin.tar.gz  Size: 231kB   By: per

http://gna.org/bugs/download.php?file_id=4831
---
Date: Saturday 09/27/2008 at 21:15  Name: spin.diff  Size: 1kB   By: per

http://gna.org/bugs/download.php?file_id=4832

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[Warzone-dev] [patch #1104] New turret management code

2008-09-20 Thread Per I. Mathisen

Follow-up Comment #4, patch #1104 (project warzone):

Part 2: Cleanup actionTargetTurret(). Reduces number of input parameters from
7 to 3.

(file #4805)
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Additional Item Attachment:

File name: actionTargetTurret2.diff   Size:33 KB


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[Warzone-dev] [patch #1104] New turret management code

2008-09-14 Thread Per I. Mathisen

Follow-up Comment #2, patch #1104 (project warzone):

Turns out I need to change a lot of other stuff for this to work properly.
Part 1 of this work attached - just changes the API for
actionInsideMinRange(), as I want to remove a lot of the hardcoded weapon
slot indexing.

(file #4795)
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File name: actionInsideMinRange.diff  Size:6 KB


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[Warzone-dev] [patch #1104] New turret management code

2008-09-11 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1104

 Summary: New turret management code
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Thursday 09/11/2008 at 19:09
Category: Feature
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

I rewrote the turret management code to fix problems with self-repair, but
mostly because the existing code was hideously ugly and hard to maintain. It
should now be easier to extend to support multiple turrets, where one or more
are non-weapon turrets.



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File Attachments:


---
Date: Thursday 09/11/2008 at 19:09  Name: attack1b.diff  Size: 20kB   By: per

http://gna.org/patch/download.php?file_id=4787

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[Warzone-dev] [patch #1103] Cleanup of buildStructure

2008-09-07 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1103

 Summary: Cleanup of buildStructure
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Sunday 09/07/2008 at 10:02
Category: None
Priority: 5 - Normal
  Status: Works For Me
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

Cosmetic only.



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---
Date: Sunday 09/07/2008 at 10:02  Name: buildStructure.diff  Size: 5kB   By:
per

http://gna.org/patch/download.php?file_id=4779

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[Warzone-dev] [patch #1102] Effects cleanup

2008-09-03 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1102

 Summary: Effects cleanup
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Wednesday 09/03/2008 at 16:51
Category: Performance
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

This is the first instalment, this one almost entirely cosmetic, of a series
of patches to clean up and make effects.c faster. It has been previously
identified as a performance bottleneck in the code due to usage of a rather
inefficient iteration algorithm.



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File Attachments:


---
Date: Wednesday 09/03/2008 at 16:51  Name: effects1.diff  Size: 18kB   By:
per

http://gna.org/patch/download.php?file_id=4772

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[Warzone-dev] [patch #1095] Make font configurable

2008-08-17 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1095

 Summary: Make font configurable
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Sunday 08/17/2008 at 15:49
Category: Feature
Priority: 5 - Normal
  Status: Works For Me
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

This patch moves font configuration from hard-coded to user config file. It
allows our font makers to more easy test their work.



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File Attachments:


---
Date: Sunday 08/17/2008 at 15:49  Name: fontconf.diff  Size: 3kB   By: per

http://gna.org/patch/download.php?file_id=4700

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[Warzone-dev] [patch #1096] Improve speed of fireOnLocation, and use it to fix AI bug

2008-08-17 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1096

 Summary: Improve speed of fireOnLocation, and use it to fix
AI bug
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Sunday 08/17/2008 at 18:16
Category: Fix
Priority: 5 - Normal
  Status: Works For Me
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

In bug #11063 we couldn't use the obvious fix because the function
fireOnLocation is too slow. This makes it not to slow.



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File Attachments:


---
Date: Sunday 08/17/2008 at 18:16  Name: fireOnLocFast.diff  Size: 3kB   By:
per

http://gna.org/patch/download.php?file_id=4701

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[Warzone-dev] [patch #1094] Dip naval droids into the water...

2008-08-13 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1094

 Summary: Dip naval droids into the water...
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Wednesday 08/13/2008 at 21:30
Category: Feature
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: per
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

...and make them wet! The attached patch moves water rendering last in the
rendering loop, so that water transparency works properly, and dips all naval
propulsion 10 arbitrary units into the water.

Comments on code approach desired.



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File Attachments:


---
Date: Wednesday 08/13/2008 at 21:30  Name: navalInWater.diff  Size: 5kB   By:
per

http://gna.org/patch/download.php?file_id=4687

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[Warzone-dev] [patch #1082] Fix AL_INVALID_NAME bug

2008-07-08 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1082

 Summary: Fix AL_INVALID_NAME bug
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Tuesday 07/08/2008 at 12:33
Category: Fix
Priority: 7 - High
  Status: Works For Me
 Privacy: Public
 Assigned to: muggenhor
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

This patch fixes a problem in the OpenAL-handling code where we would delete
a sample but not remove it from the queue of playing samples. When we not
much later update the sound system, we get AL_INVALID_NAME and workarounds
set in to correct the issue.

While this is probably not related to the memory corruption issue from the
use of playlists, getting this noise of out of the system would be a good
thing.



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File Attachments:


---
Date: Tuesday 07/08/2008 at 12:33  Name: soundfix.diff  Size: 1kB   By: per

http://gna.org/patch/download.php?file_id=4535

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[Warzone-dev] [patch #1075] Simplify playlist code

2008-06-21 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1075

 Summary: Simplify playlist code
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 06/21/2008 at 12:39
Category: Feature
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

This patch greatly simplifies the playlist code and behaviour. There is now
just one playlist (in-game), and no options.

The menu playlist was deemed unnecessary, and the options likewise. The new
code is much shorter and should be easier to debug. The new playlist
behaviour should be easier for users to understand, with the added bonus of
reducing the verbosity of the README document.



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File Attachments:


---
Date: Saturday 06/21/2008 at 12:39  Name: playlistclean.diff  Size: 14kB  
By: per

http://gna.org/patch/download.php?file_id=4448

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[Warzone-dev] [bug #11841] Units following path sometimes crawl

2008-06-20 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?11841

 Summary: Units following path sometimes crawl
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Wednesday 06/18/2008 at 21:00
Category: None
Severity: 3 - Normal
Priority: 7 - High
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: GNU/Linux
 Planned Release: None

___

Details:

I've seen this for a while, time to make a bug report about it. When units
are following a path, as opposed to making direct movement, they sometimes
end up in a slow mode where they move a lot slower than they should, even
though there is no slope or obstacle in the way. Giving it a new movement
order, preferably a direct movement order, usually breaks the spell.




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[Warzone-dev] [bug #11828] Raycast visibility now too far

2008-06-15 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?11828

 Summary: Raycast visibility now too far
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Sunday 06/15/2008 at 10:57
Category: Campaign
Severity: 3 - Normal
Priority: 7 - High
  Status: None
 Assigned to: devurandom
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: All
 Planned Release: None

___

Details:

Recent changes to the raycast code now reveals too much. This is easily seen
in the first campaign mission, where you can see the first enemy (scavenger)
base immediately after building your HQ.




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[Warzone-dev] [bug #11733] Textures missing on first beta away mission

2008-05-25 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?11733

 Summary: Textures missing on first beta away mission
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Sunday 05/25/2008 at 20:35
Category: Engine: Graphics
Severity: 5 - Blocker
Priority: 7 - High
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/branches/2.1
Operating System: All
 Planned Release: None

___

Details:

If you play from final alpha mission and until first beta away mission
without loading, the mission will start without any textures - all objects
will be shades of gray instead.

Attached savegame can be used to reproduce.



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File Attachments:


---
Date: Sunday 05/25/2008 at 20:35  Name: cam1.tar.gz  Size: 182kB   By: per

http://gna.org/bugs/download.php?file_id=4364

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[Warzone-dev] [bug #11727] Letter 'V' not displayed

2008-05-23 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?11727

 Summary: Letter 'V' not displayed
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Friday 05/23/2008 at 22:42
Category: Engine: Graphics
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: GNU/Linux
 Planned Release: None

___

Details:

Whenever I type the letter 'V' or it should be shown in the in-game console,
there is just a space, no 'V' letter shown.

Fedora 9, Intel G965




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[Warzone-dev] [bug #11634] VTOLs cannot move to undiscovered areas on the map with distance fog

2008-05-05 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?11634

 Summary: VTOLs cannot move to undiscovered areas on the map
with distance fog
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Monday 05/05/2008 at 18:01
Category: None
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: All
 Planned Release: None

___

Details:

VTOLs cannot move to undiscovered areas on the map even if you have  distance
fog, not fog of war, enabled. This is silly.




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[Warzone-dev] [patch #1064] Multi-threaded path-finding

2008-05-03 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1064

 Summary: Multi-threaded path-finding
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 05/03/2008 at 16:30
Category: Performance
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: per
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

This patch adds multi-threading to the path-finding code. Instead of aborting
the path-finding after a while, then restarting it next frame, we finish it in
the background, using a queue of jobs and another queue of results. This
cleans up the code greatly, and also makes great use of your second CPU while
playing. Whether it improves path-finding responsiveness is still untested,
and much tweaking remains to be done. Also there is the possibility of race
conditions against map changes in the main thread which remain to be
addressed.

Please comment on the design.



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File Attachments:


---
Date: Saturday 05/03/2008 at 16:30  Name: threads5.diff  Size: 32kB   By: per

http://gna.org/patch/download.php?file_id=4295

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[Warzone-dev] [patch #1057] Kill zones

2008-04-14 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1057

 Summary: Kill zones
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Monday 04/14/2008 at 21:18
Category: Fix
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

This patch removes zones from actual usage. The zone code is left in to make
the patch easier to read.

Results? Fewer path-finding bugs, could not notice any worse performance.



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File Attachments:


---
Date: Monday 04/14/2008 at 21:18  Name: smallchange.diff  Size: 19kB   By:
per

http://gna.org/patch/download.php?file_id=4206

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[Warzone-dev] [patch #1052] New savegame loading

2008-04-12 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1052

 Summary: New savegame loading
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 04/12/2008 at 12:27
Category: Feature
Priority: 7 - High
  Status: In Progress
 Privacy: Public
 Assigned to: per
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

This patch makes us load the map from the new savegame format, if it can be
found, instead of loading it from the old format. It still has a small bug,
which makes some tile flip the wrong way, but we are getting closer to a full
scale replacement of the old savegame code.



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File Attachments:


---
Date: Saturday 04/12/2008 at 12:27  Name: loadmapfromnewformat9.diff  Size:
11kB   By: per

http://gna.org/patch/download.php?file_id=4188

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[Warzone-dev] [patch #1049] Add gamma slider to in-game menu

2008-04-09 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1049

 Summary: Add gamma slider to in-game menu
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Wednesday 04/09/2008 at 17:55
Category: Feature
Priority: 5 - Normal
  Status: Postponed
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

What it says in $SUBJECT. Not sure how useful this is, but it was easy to do.
Should be matched by similar menu in the out-of-game menu, too, if added.



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---
Date: Wednesday 04/09/2008 at 17:55  Name: gamma.diff  Size: 3kB   By: per

http://gna.org/patch/download.php?file_id=4170

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[Warzone-dev] [patch #1018] Language selection menu

2008-03-21 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?1018

 Summary: Language selection menu
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Friday 03/21/2008 at 18:27
Category: Feature
Priority: 7 - High
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

Patch against 2.1



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---
Date: Friday 03/21/2008 at 18:27  Name: langMenu.diff  Size: 9kB   By: per

http://gna.org/patch/download.php?file_id=4011

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[Warzone-dev] [bug #11250] Infinite loop in pickADroid()

2008-03-13 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?11250

 Summary: Infinite loop in pickADroid()
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Thursday 03/13/2008 at 17:39
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: GNU/Linux
 Planned Release: None

___

Details:

Rush2 map, single player skirmish, get off my land cheat:

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 46912502934048 (LWP 4352)]
0x0052c54d in whosResponsible (player=7) at multiplay.c:493
493 if (isHumanPlayer(player))
(gdb) bt
#0  0x0052c54d in whosResponsible (player=7) at multiplay.c:493
#1  0x0052c5fe in myResponsibility (player=7) at multiplay.c:536
#2  0x004a4b6c in pickADroid () at multisync.c:165
#3  0x004a4c02 in pickADroid () at multisync.c:202
#4  0x004a4c02 in pickADroid () at multisync.c:202
#5  0x004a4c02 in pickADroid () at multisync.c:202
#6  0x004a4c02 in pickADroid () at multisync.c:202
#7  0x004a4c02 in pickADroid () at multisync.c:202
#8  0x004a4c02 in pickADroid () at multisync.c:202
#9  0x004a4c02 in pickADroid () at multisync.c:202
#10 0x004a4c02 in pickADroid () at multisync.c:202
...
#53355 0x004a4c02 in pickADroid () at multisync.c:202
#53356 0x004a4c02 in pickADroid () at multisync.c:202
#53357 0x004a4c02 in pickADroid () at multisync.c:202
#53358 0x004a4c02 in pickADroid () at multisync.c:202
#53359 0x004a4c02 in pickADroid () at multisync.c:202
#53360 0x004a4c02 in pickADroid () at multisync.c:202
#53361 0x004a4c02 in pickADroid () at multisync.c:202
#53362 0x004a4c02 in pickADroid () at multisync.c:202
#53363 0x004a4c02 in pickADroid () at multisync.c:202
#53364 0x004a4c02 in pickADroid () at multisync.c:202


And so on. I got tired of scrolling.




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[Warzone-dev] [patch #986] Add scale factor to Qt GUI for 3ds2pie

2008-02-22 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?986

 Summary: Add scale factor to Qt GUI for 3ds2pie
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Friday 02/22/2008 at 21:02
Category: Feature
Priority: 3 - Low
  Status: Ready For Test
 Privacy: Private
 Assigned to: devurandom
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

Can you look over this patch? I'm such a Qt/C++ newbie. Thanks!



___

File Attachments:


---
Date: Friday 02/22/2008 at 21:02  Name: crapqtguichange.diff  Size: 3kB   By:
per

http://gna.org/patch/download.php?file_id=3856

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[Warzone-dev] [patch #969] Rewritten minimap code

2008-02-05 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?969

 Summary: Rewritten minimap code
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Tuesday 02/05/2008 at 12:12
Category: Feature
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

This patch rewrites much of the minimap (radar) code. The minimap is now
scaled to the minimap widget size, and there are now multiple levels of zoom
up to 200%. Moving by dragging radar window should now work correctly, at
least on smaller maps. The frustrum is not yet drawn correct on larger maps,
however.



___

File Attachments:


---
Date: Tuesday 02/05/2008 at 12:12  Name: radarwork4.diff  Size: 28kB   By:
per

http://gna.org/patch/download.php?file_id=3740

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[Warzone-dev] [bug #10989] Saving with sound off asserts failure

2008-02-04 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?10989

 Summary: Saving with sound off asserts failure
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Monday 02/04/2008 at 18:52
Category: Engine: Sound
Severity: 5 - Blocker
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: GNU/Linux
 Planned Release: None

___

Details:

Trying to save the game at any time with sound off produces this assertion
failure:

error   : sound_GetTrackName: unallocated track (id number: 1)
error   : Assert in Warzone: track.c:274 : sound_GetTrackName
(g_apTrack[iTrack] != NULL), last script event: 'keyPressed'
warzone2100: track.c:274: sound_GetTrackName: Assertion `g_apTrack[iTrack] !=
((void *)0)' failed.




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[Warzone-dev] [patch #952] Show entire minimap in distance fog mode

2008-01-26 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?952

 Summary: Show entire minimap in distance fog mode
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 01/26/2008 at 16:51
Category: Fix
Priority: 5 - Normal
  Status: Works For Me
 Privacy: Public
 Assigned to: troman
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

This patch makes the entire minimap be shown in distance fog mode.



___

File Attachments:


---
Date: Saturday 01/26/2008 at 16:51  Name: distradarfog.diff  Size: 1kB   By:
per

http://gna.org/patch/download.php?file_id=3679

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[Warzone-dev] [bug #10771] psDroid-sMove.fx|y saved wrong

2008-01-13 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?10771

 Summary: psDroid-sMove.fx|y saved wrong
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Sunday 01/13/2008 at 23:57
Category: None
Severity: 5 - Blocker
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: All
 Planned Release: None

___

Details:

In src/game.c, the psDroid-sMove.fx|y variables are saved as if they were
int, and read with totally wrong values on load. It makes the game explode
any droids that are moving when the savegame was created on load (a desperate
Pumpkin hack to avoid the game crashing, see src/move.c:2358). The problem
seems to lie in the serialization code.




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[Warzone-dev] [bug #10647] Camera screwed up

2008-01-02 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?10647

 Summary: Camera screwed up
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Wednesday 01/02/2008 at 19:43
Category: Engine: Graphics
Severity: 4 - Important
Priority: 7 - High
  Status: Confirmed
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: All
 Planned Release: None

___

Details:

Camera is pretty screwed up now, especially for drive mode. Sometimes you
wrap around to see the underside of the map. See attached picture for
colourful illustration.



___

File Attachments:


---
Date: Wednesday 01/02/2008 at 19:43  Name: wz2100_shot_030.png  Size: 712kB  
By: per

http://gna.org/bugs/download.php?file_id=3503

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[Warzone-dev] [patch #907] Make texture coordinates into static array

2007-12-25 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?907

 Summary: Make texture coordinates into static array
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Tuesday 12/25/2007 at 22:39
Category: Feature
Priority: 1 - Later
  Status: Postponed
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

Texture coordinates are never changed during a running game, so why
recalculate them for every frame? This patch changes all that. However, it
breaks water edges, so it won't be committed any time soon.



___

File Attachments:


---
Date: Tuesday 12/25/2007 at 22:39  Name: statictexcoord.diff  Size: 13kB  
By: per

http://gna.org/patch/download.php?file_id=3456

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[Warzone-dev] [patch #895] Draw foundation beneath buildings

2007-12-22 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?895

 Summary: Draw foundation beneath buildings
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 12/22/2007 at 15:07
Category: Feature
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

In order to make buildings and terrain static, this patch adds a dynamically
created foundation model between the building and the terrain underneath,
instead of modifying the terrain when buildings are added.

Currently it has a bug that prevents the texture from showing and lots of
debug code in it, but it should show the effect. 



___

File Attachments:


---
Date: Saturday 12/22/2007 at 15:07  Name: foundation1.diff  Size: 14kB   By:
per

http://gna.org/patch/download.php?file_id=3414

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[Warzone-dev] [patch #875] Prevent player from driving camera through terrain

2007-12-07 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?875

 Summary: Prevent player from driving camera through terrain
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Friday 12/07/2007 at 20:32
Category: Feature
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

This patch modifies the height of the camera to prevent it from running
through terrain when the player places the camera very low over the terrain
and moves (translates it) into a hill.

It does not fix the problem that the player can do this by rotation (ie by
holding in right mouse button).



___

File Attachments:


---
Date: Friday 12/07/2007 at 20:32  Name: cam1.diff  Size: 4kB   By: per

http://gna.org/patch/download.php?file_id=3316

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[Warzone-dev] [bug #10456] Texture seams are back again

2007-12-05 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?10456

 Summary: Texture seams are back again
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Wednesday 12/05/2007 at 22:19
Category: Engine: Graphics
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: GNU/Linux
 Planned Release: None

___

Details:

Commit 2983 made texture seams a lot worse again here than it was before that
commit. Not sure why.




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[Warzone-dev] [patch #871] Set texture size for terrain

2007-12-04 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?871

 Summary: Set texture size for terrain
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Tuesday 12/04/2007 at 18:54
Category: Performance
Priority: 5 - Normal
  Status: Works For Me
 Privacy: Public
 Assigned to: evilguru
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

This patch reduces the maximum size of the texture page used for terrain if
we discover the user's system does not handle the size. Reducing from 128x128
to 64x64 should not give noticeable reduction in quality, but should increase
speed on slower computers. Computers that do not support 2048x2048 need it.



___

File Attachments:


---
Date: Tuesday 12/04/2007 at 18:54  Name: jockepatch2.diff  Size: 5kB   By:
per

http://gna.org/patch/download.php?file_id=3294

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[Warzone-dev] [bug #10443] Flamers spend reload time inching closer to target

2007-12-03 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?10443

 Summary: Flamers spend reload time inching closer to target
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Monday 12/03/2007 at 20:12
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: All
 Planned Release: None

___

Details:

Whenever I order a flame weapon droid to attack a target further away than
their target (hey, which target isn't that?), it will stop repeatedly on its
way to the target and redraw its reload bar (but not firing), before inching
closer toward the target. This usually happens twice before getting within
shooting range.




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[Warzone-dev] [patch #865] Draw normal terrain using a VA

2007-12-01 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?865

 Summary: Draw normal terrain using a VA
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 12/01/2007 at 13:51
Category: Performance
Priority: 5 - Normal
  Status: Works For Me
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

This patch makes normal terrain (ie not water edges or water) be drawn using
a vertex array, instead of using a series of immediate mode commands. We
still recalculate everything every frame, so the gain should not be
significant. This is but a step on the way to a better graphics renderer.

It also increases the texture size to 2048x2048 and requires all terrain
tiles to fit into it (the latter is no problem!).



___

File Attachments:


---
Date: Saturday 12/01/2007 at 13:51  Name: step4.diff  Size: 8kB   By: per

http://gna.org/patch/download.php?file_id=3277

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[Warzone-dev] [patch #868] Enable polygon lighting normals

2007-12-01 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?868

 Summary: Enable polygon lighting normals
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 12/01/2007 at 22:35
Category: Feature
Priority: 5 - Normal
  Status: Postponed
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

Warzone calculates lighting normals for each polygon. This patch sends them
over to OpenGL for processing. However, the lighting mode (disabled in the
code, enabled by patch when shadows are) is still very bad.



___

File Attachments:


---
Date: Saturday 12/01/2007 at 22:35  Name: polygon_normals.diff  Size: 8kB  
By: per

http://gna.org/patch/download.php?file_id=3282

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[Warzone-dev] [patch #858] Radar experiments

2007-11-19 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?858

 Summary: Radar experiments
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Monday 11/19/2007 at 22:57
Category: Feature
Priority: 5 - Normal
  Status: Need Info
 Privacy: Public
 Assigned to: per
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

This patch removes most of the dodgy Warzone palette stuff from the radar,
and made it dump radar texture straight to OpenGL instead of doing a huge
lookup loop first, but things look quite different now. In return, it allows
a lot more experimenting, which I have added (but works only on max zoom
level at the moment).

Have a look and let me know what you think. Use CTRL + TAB to change radar
modes.



___

File Attachments:


---
Date: Monday 11/19/2007 at 22:57  Name: radarcol.diff  Size: 10kB   By: per

http://gna.org/patch/download.php?file_id=3234

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[Warzone-dev] [bug #10180] Scorpion body missing wheel and VTOL propulsion

2007-10-21 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?10180

 Summary: Scorpion body missing wheel and VTOL propulsion
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Sunday 10/21/2007 at 19:56
Category: Data: Art
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn/trunk
Operating System: All
 Planned Release: None

___

Details:

In multiplayer only, when the scorpion body is used with wheels and VTOL
propulsion, the propulsion graphics is not shown.

See http://img.photobucket.com/albums/v491/ICEFIRE117/bka.jpg




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[Warzone-dev] [patch #787] LND format exporter

2007-08-03 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?787

 Summary: LND format exporter
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Friday 08/03/2007 at 13:51
Category: None
Priority: 5 - Normal
  Status: Wont Do
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

This patch should allow us to export maps from the ingame savegame format and
to the LND format used in the map editor. The patch is currently way out of
date, and has not ever been tested against the map editor.



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File Attachments:


---
Date: Friday 08/03/2007 at 13:51  Name: lnd7.diff  Size: 23kB   By: per

http://gna.org/patch/download.php?file_id=2745

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[Warzone-dev] [patch #786] Reference counting patch

2007-08-03 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?786

 Summary: Reference counting patch
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Friday 08/03/2007 at 12:17
Category: None
Priority: 4
  Status: Wont Do
 Privacy: Public
 Assigned to: per
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

This is just to make a ticket for it. My current idea on reference counting
is this: We should keep the Warzone model of removing dead objects at the end
of the next turn, and requiring all code to check for dead references each
turn. However, we can use reference counting as a safety measure to ensure
that when there is a bug, we can detect it earlier in debug builds and can
work around it in release builds.

Attached is a full debug version of the reference counting patch. It is not
commit-worthy, but can be useful to track reference problems, since it emits
a ton of useful debug information about reference changes during game play.



___

File Attachments:


---
Date: Friday 08/03/2007 at 12:17  Name: refcount_debug.diff  Size: 23kB   By:
per

http://gna.org/patch/download.php?file_id=2744

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[Warzone-dev] [bug #9665] Droid standing still do not acquire targets

2007-08-03 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9665

 Summary: Droid standing still do not acquire targets
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Friday 08/03/2007 at 18:13
Category: Engine: Scripting
Severity: 3 - Normal
Priority: 6
  Status: None
 Assigned to: troman
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: GNU/Linux
 Planned Release: None

___

Details:

A droid that is not moving and does not have a fixed target will not open
fire on anything, just sit there, even if fired upon on close range.




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[Warzone-dev] [bug #9657] Water translucency is broken

2007-08-02 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9657

 Summary: Water translucency is broken
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Thursday 08/02/2007 at 10:58
Category: Engine: Graphics
Severity: 2 - Minor
Priority: 4
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All
 Planned Release: None

___

Details:

Water is no longer translucent. It should be.




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[Warzone-dev] [bug #9658] Some water tiles have wrong height in Little Egypt

2007-08-02 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9658

 Summary: Some water tiles have wrong height in Little Egypt
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Thursday 08/02/2007 at 11:31
Category: Data: Maps
Severity: 2 - Minor
Priority: 3 - Low
  Status: Confirmed
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All
 Planned Release: None

___

Details:

For example, in the pond down to the left of the north base, the beach tiles
have the wrong height, giving strange artifacts in the water. This is
especially obvious when water translucency is off.




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[Warzone-dev] [bug #9652] Terrain alpha disappears when hoovering mouse over a production/research item

2007-08-01 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9652

 Summary: Terrain alpha disappears when hoovering mouse over
a production/research item
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Wednesday 08/01/2007 at 17:12
Category: Engine: Graphics
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All
 Planned Release: None

___

Details:

Terrain tiles with alpha channel lose their alpha in favour of seemingly
random but solid colour when I hoover the mouse cursor over a research or
production menu item for approximately a second or more.




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[Warzone-dev] [bug #9644] Fast clicking building options is slower

2007-07-31 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9644

 Summary: Fast clicking building options is slower
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Tuesday 07/31/2007 at 13:07
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All
 Planned Release: None

___

Details:

When setting up building queues with lots of droids or cyborgs, I use to
click very fast to set up a long queue so that I can do other things. Until
very recently this worked fine, but now it seems like every other click
vanishes when I do this. Related to the double-click patch perhaps?




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[Warzone-dev] [bug #9629] Skyscraper visuals in cam2 are broken

2007-07-30 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9629

 Summary: Skyscraper visuals in cam2 are broken
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Monday 07/30/2007 at 18:57
Category: Engine: Graphics
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All
 Planned Release: None

___

Details:

See http://img.rootzilla.de/img/St78.png




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[Warzone-dev] [bug #9630] Selecting units in cam2 mission1 is impossible

2007-07-30 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9630

 Summary: Selecting units in cam2 mission1 is impossible
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Monday 07/30/2007 at 18:59
Category: Campaign
Severity: 5 - Blocker
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All
 Planned Release: None

___

Details:

I am unable to click select any unit. However, dragging over a large area
selects invisible units instead. 




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[Warzone-dev] [bug #9631] Team colours in cam2 mission1 are wrong

2007-07-30 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9631

 Summary: Team colours in cam2 mission1 are wrong
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Monday 07/30/2007 at 19:10
Category: Campaign
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All
 Planned Release: None

___

Details:

You and the enemy team have the same team colour (green). Very confusing.




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[Warzone-dev] [patch #780] Custom mipmaps code

2007-07-27 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?780

 Summary: Custom mipmaps code
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Friday 07/27/2007 at 21:54
Category: None
Priority: 5 - Normal
  Status: Wont Do
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

I rewrote src/texture.c, since it was to ugly to make work with custom mipmap
levels. However, this code does not yet work, for some reason that escapes me
at this late hour. Comments on the design are most welcome.

If you want to test it, you must first run the attached bash script on the
terrain tile files.



___

File Attachments:


---
Date: Friday 07/27/2007 at 21:54  Name: mipmap3.diff  Size: 14kB   By: per

http://gna.org/patch/download.php?file_id=2696
---
Date: Friday 07/27/2007 at 21:54  Name: splitrejoin.sh  Size: 1kB   By: per

http://gna.org/patch/download.php?file_id=2697

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[Warzone-dev] [patch #773] Do not show tech/vision buttons in locked alliances mode

2007-07-21 Thread Per I. Mathisen

URL:
  http://gna.org/patch/?773

 Summary: Do not show tech/vision buttons in locked alliances
mode
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 07/21/2007 at 18:17
Category: None
Priority: 3 - Low
  Status: In Progress
 Privacy: Public
 Assigned to: per
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

They are used automatically...



___

File Attachments:


---
Date: Saturday 07/21/2007 at 18:17  Name: alliancebuttons.diff  Size: 920B  
By: per

http://gna.org/patch/download.php?file_id=2637

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[Warzone-dev] [bug #9542] Cam2 mission1 crash

2007-07-19 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9542

 Summary: Cam2 mission1 crash
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Thursday 07/19/2007 at 17:14
Category: Campaign
Severity: 3 - Normal
Priority: 6
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All

___

Details:

wz  : levLoadData: Loading wrf/vidmem.wrf ...
wz  : resLoad: loading wrf/vidmem.wrf
wz  : levLoadData: Loading wrf/basic.wrf ...
wz  : resLoad: loading wrf/basic.wrf
wz  : levLoadData: Loading wrf/cam1.wrf ...
wz  : resLoad: loading wrf/cam1.wrf
wz  : levLoadData: Loading wrf/audio.wrf ...
wz  : resLoad: loading wrf/audio.wrf
wz  : levLoadData: Loading wrf/piestats.wrf ...
wz  : resLoad: loading wrf/piestats.wrf
wz  : levLoadData: Loading wrf/stats.wrf ...
wz  : resLoad: loading wrf/stats.wrf
wz  : levLoadData: Loading wrf/cam1res.wrf ...
wz  : resLoad: loading wrf/cam1res.wrf
wz  : levLoadData: Loading wrf/cam2/cam2change.wrf
wz  : resLoad: loading wrf/cam2/cam2change.wrf
wz  : Loading scenario file wrf/cam2/cam2start.gam
wz  : levLoadData: LDS_CAMCHANGE
wz  : gameLoad
error   : gwCheckZoneSizes: warning zone 4 at (61,23) is too large 1068 tiles
(max 600)
error   : gwCheckZoneSizes: warning zone 5 at (89,31) is too large 671 tiles
(max 600)
error   : gwCheckZoneSizes: warning zone 6 at (114,21) is too large 713 tiles
(max 600)
error   : gwCheckZoneSizes: warning zone 41 at (15,13) is too large 822 tiles
(max 600)
wz  : levLoadData: Loading wrf/cam2/cam2a.wrf
wz  : resLoad: loading wrf/cam2/cam2a.wrf
wz  : COMPILING SCRIPT ...genexp.slo
wz  : COMPILING SCRIPT ...cam2daynight.slo
wz  : COMPILING SCRIPT ...cam2ax.slo
wz  : COMPILING SCRIPT ...vtols.slo
wz  : COMPILING SCRIPT ...reinforcement.slo
wz  : COMPILING SCRIPT ...tech.slo
wz  : Loading script data cam2a.vlo
script  : allocated space for 42 events
wz  : Loading script data cam2day.vlo
script  : allocated space for 4 events
wz  : Loading script data cam2ax.vlo
script  : allocated space for 3 events
wz  : Loading script data vtols2a.vlo
script  : allocated space for 11 events
wz  : Loading script data cam2arein.vlo
script  : allocated space for 5 events
wz  : Loading script data cam2tech.vlo
script  : allocated space for 1 events
warning : loadFile2: optional file sequenceaudio/cam2/c002.txt could not be
opened: No such file or directory
script  : eventFireCallbackTrigger: processing CALL_VIDEO_QUIT
wz  : addMessage: adding message for player 0, type is 2, proximity is 0
error   : gridStartIterate: coords off grid
error   : Assert in Warzone: mapgrid.c:267 : gridStartIterate ((x = 0)  (x
 gridWidth*GRID_UNITS)  (y = 0)  (y  gridHeight*GRID_UNITS)), last
script event: 'removeObjectives'
warzone2100: mapgrid.c:267: gridStartIterate: Assertion `(x = 0)  (x 
gridWidth*(8 * (17)))  (y = 0)  (y  gridHeight*(8 * (17)))'
failed.

(gdb) bt full
#0  0x0030aa4305c5 in raise () from /lib64/libc.so.6
No symbol table info available.
#1  0x0030aa432070 in abort () from /lib64/libc.so.6
No symbol table info available.
#2  0x0030aa429a0f in __assert_fail () from /lib64/libc.so.6
No symbol table info available.
#3  0x004859a1 in gridStartIterate (x=63443, y=11108) at
mapgrid.c:265
__FUNCTION__ = gridStartIterate
__PRETTY_FUNCTION__ = gridStartIterate
#4  0x00531fe8 in projGetNaybors (psObj=0x2a7e700) at
projectile.c:2314
xdiff = 0
ydiff = 12
dx = 63443
dy = 11108
distSqr = 10
psTempObj = (BASE_OBJECT *) 0x2c61600
__PRETTY_FUNCTION__ = projGetNaybors
#5  0x00530551 in proj_Update (psObj=0x2a7e700) at projectile.c:1759
__PRETTY_FUNCTION__ = proj_Update
#6  0x005305b7 in proj_UpdateAll () at projectile.c:1787
psObj = (PROJECTILE *) 0x2a7e700
psPrev = (PROJECTILE *) 0x7
#7  0x00480fe7 in gameLoop () at loop.c:417
psCurr = (DROID *) 0x0
psNext = (DROID *) 0x0
psCBuilding = (STRUCTURE *) 0x0
psNBuilding = (STRUCTURE *) 0x0
psCFeat = (FEATURE *) 0x0
psNFeat = (FEATURE *) 0x47936005b800
i = 8
widgval = 3999058400
quitting = 0
intRetVal = INT_NONE
clearMode = 3
__FUNCTION__ = gameLoop
__PRETTY_FUNCTION__ = gameLoop
#8  0x004827a8 in runGameLoop () at main.c:525
No locals.
#9  0x00482b18 in mainLoop () at main.c:691
event = {type = 4 '\004', active = {type = 4 '\004', gain = 0 '\0',
state = 4 '\004'}, key = {type = 4 '\004', which = 0 '\0', state = 4 '\004',

keysym = 

[Warzone-dev] [bug #9545] Cam2 mission1 crash II

2007-07-19 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9545

 Summary: Cam2 mission1 crash II
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Thursday 07/19/2007 at 20:51
Category: Campaign
Severity: 3 - Normal
Priority: 6
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All

___

Details:

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 46912498406672 (LWP 3254)]
0x00476db8 in intDisplayMessageButton (psWidget=0x266c910,
xOffset=355, yOffset=629, pColours=0x266c964) at intelmap.c:1403
1403if (pResearch-psStat)
(gdb) bt full
#0  0x00476db8 in intDisplayMessageButton (psWidget=0x266c910,
xOffset=355, yOffset=629, pColours=0x266c964) at intelmap.c:1403
psButton = (W_CLICKFORM *) 0x266c910
psBuffer = (RENDERED_BUTTON *) 0xa0f8c8
psMsg = (MESSAGE *) 0x1a68e30
Hilight = 0
Down = 16
IMDType = 0
compID = 24420772
image = -1
pResearch = (RESEARCH *) 0x0
psResGraphic = (BASE_STATS *) 0x0
MovieButton = 0
__FUNCTION__ = intDisplayMessageButton
__PRETTY_FUNCTION__ = intDisplayMessageButton
#1  0x00556a97 in widgDisplayForm (psForm=0x266c910, xOffset=355,
yOffset=629) at widget.c:1528
psCurr = (WIDGET *) 0x0
xOrigin = 0
yOrigin = 0
#2  0x00556b4e in widgDisplayForm (psForm=0x174a150, xOffset=355,
yOffset=629) at widget.c:1560
psCurr = (WIDGET *) 0x266c910
xOrigin = 0
yOrigin = 11
#3  0x00556b4e in widgDisplayForm (psForm=0x1a62060, xOffset=353,
yOffset=612) at widget.c:1560
psCurr = (WIDGET *) 0x174a150
xOrigin = 0
yOrigin = 0
#4  0x00556b4e in widgDisplayForm (psForm=0x46964e0, xOffset=0,
yOffset=0) at widget.c:1560
psCurr = (WIDGET *) 0x1a62060
xOrigin = 0
yOrigin = 0
#5  0x00556ba6 in widgDisplayScreen (psScreen=0x46c6050) at
widget.c:1578
No locals.
#6  0x00462dd0 in intDisplayWidgets () at hci.c:3309
bPlayerHasHQ = 1
#7  0x004810da in gameLoop () at loop.c:556
psCurr = (DROID *) 0x7fff22cfb0f0
psNext = (DROID *) 0x1ff600045
psCBuilding = (STRUCTURE *) 0x300
psNBuilding = (STRUCTURE *) 0x7fff22cfb110
psCFeat = (FEATURE *) 0x0
psNFeat = (FEATURE *) 0x616420acd800
i = 32767
widgval = 584036672
quitting = 0
intRetVal = INT_INTERCEPT
clearMode = 3
__FUNCTION__ = gameLoop
__PRETTY_FUNCTION__ = gameLoop
#8  0x0048249c in runGameLoop () at main.c:524
(gdb) p *psWidget
$1 = {formID = 6001, id = 6101, type = WIDG_FORM, style = 4, x = 64, y = 0,
width = 60, height = 46, display = 0x476c27 intDisplayMessageButton,
  callback = 0, pUserData = 0xa0f8c8, UserData = 0, psNext = 0x2675360}
(gdb) p *pColours
$2 = 225
(gdb) p *psButton
$3 = {formID = 6001, id = 6101, type = WIDG_FORM, style = 4, x = 64, y = 0,
width = 60, height = 46, display = 0x476c27 intDisplayMessageButton,
  callback = 0, pUserData = 0xa0f8c8, UserData = 0, psNext = 0x2675360,
disableChildren = 0, Ax0 = 0, Ay0 = 0, Ax1 = 0, Ay1 = 0, animCount = 0,
  startTime = 0, aColours = {225, 4294967295, 233, 1, 221, 182, 42, 229},
psLastHiLite = 0x0, psWidgets = 0x0, state = 16,
  pTip = 0x5ba650 Current Objective, HilightAudioID = -1, ClickedAudioID =
2, AudioCallback = 0x471b02 WidgetAudioCallback}
(gdb) p *psMsg
$4 = {type = MSG_RESEARCH, id = 0, pViewData = 0x3f80, read = 0, player =
0, psNext = 0x3f80}
(gdb) p *psMsg-pViewData
Cannot access memory at address 0x3f80
Valgrind says:
==3387== Invalid read of size 4
==3387==at 0x485DB9: intDisplayMessageButton (intelmap.c:1392)
==3387==by 0x567A6E: widgDisplayForm (widget.c:1528)
==3387==by 0x567B25: widgDisplayForm (widget.c:1560)
==3387==by 0x567B25: widgDisplayForm (widget.c:1560)
==3387==by 0x567B25: widgDisplayForm (widget.c:1560)
==3387==by 0x567B7D: widgDisplayScreen (widget.c:1578)
==3387==by 0x471E1B: intDisplayWidgets (hci.c:3309)
==3387==by 0x490125: gameLoop (loop.c:556)
==3387==by 0x4914E7: runGameLoop (main.c:524)
==3387==by 0x491857: mainLoop (main.c:690)
==3387==by 0x491C46: main (main.c:855)
==3387==  Address 0x105A2840 is 0 bytes inside a block of size 32 free'd
==3387==at 0x4A055AB: free (vg_replace_malloc.c:233)
==3387==by 0x495C1B: removeMessageFromList (message.c:242)
==3387==by 0x495A78: removeMessage (message.c:384)
==3387==by 0x4D3A1F: scrRemoveMessage (scriptfuncs.c:1416)
==3387==by 0x58E74C: interpRunScript (interp.c:780)
==3387==by 0x58AEDD: eventFireCallbackTrigger 

[Warzone-dev] [bug #9503] Max instruction count exceeded

2007-07-14 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9503

 Summary: Max instruction count exceeded
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 07/14/2007 at 17:21
Category: Data: Scripts
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: troman
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All

___

Details:

AI was playing around with VTOLs. I was not.

error   : interpRunScript: max instruction count exceeded - infinite loop ?
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=62)
error   : Original event ID: 108 (of 115)
error   : Current event ID: 62 (of 115)
error   : Call depth : 1
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: interp.c:958 : interpRunScript (!error while
executing a script), last script event: 'rearrangeAttackVtols'
warzone2100: interp.c:958: interpRunScript: Assertion `!error while
executing a script' failed.

#3  0x0057e7ff in interpRunScript (psContext=0x4b48e00,
runType=IRT_EVENT, index=108, offset=0) at interp.c:958
data = 1
opcode = OP_PUSHLOCAL
sVal = {type = VAL_BOOL, v = {sval = 0x1 Address 0x1 out of bounds,
pObjGetSet = 0x1, pFuncExtern = 0x1, oval = 0x1, fval = 1.40129846e-45, 
ival = 1, bval = 1}}
psVar = (INTERP_VAL *) 0x4d42e90
InstrPointer = (INTERP_VAL *) 0x4cb6eb0
psGlobals = (VAL_CHUNK *) 0x4d3e100
numGlobals = 102
pCodeStart = (INTERP_VAL *) 0x4cb6aa0
pCodeEnd = (INTERP_VAL *) 0x4cb6fa0
pCodeBase = (INTERP_VAL *) 0x4cb6aa0
scriptFunc = (SCRIPT_FUNC) 0x4baed8 scrGroupAddDroid
scriptVarFunc = (SCRIPT_VARFUNC) 0x4da88c scrGroupObjGet
psProg = (SCRIPT_CODE *) 0x4ca2750
instructionCount = 250001
CurEvent = 62
bStop = 0
bEvent = 1
callDepth = 1
bTraceOn = 0
__FUNCTION__ = interpRunScript
__PRETTY_FUNCTION__ = interpRunScript
#4  0x0057a707 in eventFireTrigger (psTrigger=0x4b38100) at
event.c:1135
fired = 1
sResult = {type = 256, v = {sval = 0x300 Address 0x300 out of
bounds, pObjGetSet = 0x300, pFuncExtern = 0x300, oval = 0x300, 
fval = 1.07619722e-42, ival = 768, bval = 768}}
__FUNCTION__ = eventFireTrigger
__PRETTY_FUNCTION__ = eventFireTrigger
#5  0x0057a897 in eventProcessTriggers (currTime=17980) at
event.c:1178
psCurr = (ACTIVE_TRIGGER *) 0x4b38100
psNext = (ACTIVE_TRIGGER *) 0x2
psNew = (ACTIVE_TRIGGER *) 0x370400
psData = (TRIGGER_DATA *) 0x4d19d7c
#6  0x004807ea in gameLoop () at loop.c:188





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[Warzone-dev] [bug #9504] Projectile crash in first map of cam2

2007-07-14 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9504

 Summary: Projectile crash in first map of cam2
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Saturday 07/14/2007 at 19:32
Category: Campaign
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All

___

Details:

error   : gridStartIterate: coords off grid
error   : Assert in Warzone: mapgrid.c:267 : gridStartIterate ((x = 0)  (x
 gridWidth*GRID_UNITS)  (y = 0)  (y  gridHeight*GRID_UNITS)), last
script event: 'regionGroupsEvnt'
warzone2100: mapgrid.c:267: gridStartIterate: Assertion `(x = 0)  (x 
gridWidth*(8 * (17)))  (y = 0)  (y  gridHeight*(8 * (17)))'
failed.

Program received signal SIGABRT, Aborted.
[Switching to Thread 46912498405792 (LWP 27611)]
0x0030aa4305c5 in raise () from /lib64/libc.so.6
(gdb) bt full
#0  0x0030aa4305c5 in raise () from /lib64/libc.so.6
No symbol table info available.
#1  0x0030aa432070 in abort () from /lib64/libc.so.6
No symbol table info available.
#2  0x0030aa429a0f in __assert_fail () from /lib64/libc.so.6
No symbol table info available.
#3  0x004857c1 in gridStartIterate (x=63721, y=9562) at
mapgrid.c:265
__FUNCTION__ = gridStartIterate
__PRETTY_FUNCTION__ = gridStartIterate
#4  0x00531beb in projGetNaybors (psObj=0x209d440) at
projectile.c:2315
xdiff = 0
ydiff = 13
dx = 63721
dy = 9562
distSqr = 27
psTempObj = (BASE_OBJECT *) 0x20a4800
__PRETTY_FUNCTION__ = projGetNaybors
#5  0x00530154 in proj_Update (psObj=0x209d440) at projectile.c:1760
__PRETTY_FUNCTION__ = proj_Update
#6  0x005301ba in proj_UpdateAll () at projectile.c:1788
psObj = (PROJECTILE *) 0x209d440
psPrev = (PROJECTILE *) 0x7
#7  0x00480e0f in gameLoop () at loop.c:417

(gdb) p gridWidth
$1 = 16
(gdb) p gridHeight
$2 = 16

#4  0x00531beb in projGetNaybors (psObj=0x209d440) at
projectile.c:2315
2315gridStartIterate((SDWORD)dx, (SDWORD)dy);
(gdb) p *psObj
$3 = {type = OBJ_PROJECTILE, id = 48, x = 63721, y = 9562, z = 220, direction
= 86.0364227, pitch = 30, roll = 0, psNext = 0x1a5b4d0, state = 0 '\0', 
  airTarget = 0 '\0', player = 2 '\002', bVisible = 1 '\001', psWStats =
0x46c0298, psSource = 0x2e259e0, psDest = 0x20a2f40, psDamaged = 0x0, 
  startX = 4294965481, startY = 9562, tarX = 12300, tarY = 10540, vXY = 3495,
vZ = 2017, srcHeight = 220, altChange = -17, born = 9310912, 
  targetRadius = 41, died = 0, pInFlightFunc = 0x52c470
proj_InFlightIndirectFunc}
(gdb) p *psObj-psDest
$4 = {type = OBJ_DROID, id = 4503, x = 12370, y = 10649, z = 202, direction =
213.325195, pitch = -18, roll = 12, psNext = 0x20a2b20, sDisplay = {
imd = 0x462a6e0, frameNumber = 2676, screenX = 16204, screenY = 33,
screenR = 10}, player = 0 '\0', group = 1 '\001', selected = 0 '\0', 
  cluster = 2 '\002', visible = {255 '�', 0 '\0', 255 '�', 0 '\0', 0
'\0', 0 '\0', 0 '\0', 0 '\0'}, died = 0, lastEmission = 0, inFire = 0,
burnStart = 0, 
  burnDamage = 0}
(gdb) p *psObj-psSource
$5 = {type = OBJ_STRUCTURE, id = 4471, x = 12736, y = 9536, z = 194,
direction = 0, pitch = 0, roll = 0, psNext = 0x2e258b0, sDisplay = {imd =
0x4568450, 
frameNumber = 2676, screenX = 20149, screenY = 4294967255, screenR =
4286348412}, player = 2 '\002', group = 141 '\215', selected = 0 '\0', 
  cluster = 3 '\003', visible = {255 '�', 0 '\0', 255 '�', 0 '\0', 0
'\0', 0 '\0', 0 '\0', 0 '\0'}, died = 0, lastEmission = 0, inFire = 0,
burnStart = 0, 
  burnDamage = 0}





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[Warzone-dev] [bug #9252] Multiple droid turrents look bad in some cases

2007-05-31 Thread Per I. Mathisen

URL:
  http://gna.org/bugs/?9252

 Summary: Multiple droid turrents look bad in some cases
 Project: Warzone Resurrection Project
Submitted by: per
Submitted on: Thursday 05/31/2007 at 18:33
Category: None
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: All

___

Details:

The connectors for at least some bodies seem badly placed, and some of the
weapons that can be added overlap with each other. In some cases one weapon
can totally envelop another, so that the second weapon is not visible on the
droid at all. Some possible multiweapon droids look absolutely horrible, see
screenhots below.

http://server6.pictiger.com/img/192187/sport-and-games/-home-per-desktop-multi-2--.png
http://server6.pictiger.com/img/192188/sport-and-games/-home-per-desktop-multi-2--.png

We need to fix this before we can release Warzone with multiweapon droid
support.




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