[Warzone-dev] [bug #12400] assert in droid.c (r6104)
Update of bug #12400 (project warzone): Status: Confirmed = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?12400 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #12400] assert in droid.c (r6104)
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) ___ Additional Item Attachment: File name: demolishcrashfix.diff Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?12400 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #12430] assert in widget:1080 while modifying vehicle
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) ___ Additional Item Attachment: File name: bugfix Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?12430 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #12430] assert in widget:1080 while modifying vehicle
Update of bug #12430 (project warzone): Status: Confirmed = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?12430 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #12363] Endlessly spinning droids - bug in moveGetDirection
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 ___ Reply to this item at: http://gna.org/bugs/?12363 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1104] New turret management code
Follow-up Comment #4, patch #1104 (project warzone): Part 2: Cleanup actionTargetTurret(). Reduces number of input parameters from 7 to 3. (file #4805) ___ Additional Item Attachment: File name: actionTargetTurret2.diff Size:33 KB ___ Reply to this item at: http://gna.org/patch/?1104 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1104] New turret management code
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) ___ Additional Item Attachment: File name: actionInsideMinRange.diff Size:6 KB ___ Reply to this item at: http://gna.org/patch/?1104 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1104] New turret management code
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1104 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1103] Cleanup of buildStructure
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. ___ File Attachments: --- Date: Sunday 09/07/2008 at 10:02 Name: buildStructure.diff Size: 5kB By: per http://gna.org/patch/download.php?file_id=4779 ___ Reply to this item at: http://gna.org/patch/?1103 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1102] Effects cleanup
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1102 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1095] Make font configurable
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1095 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1096] Improve speed of fireOnLocation, and use it to fix AI bug
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1096 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1094] Dip naval droids into the water...
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1094 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1082] Fix AL_INVALID_NAME bug
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1082 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1075] Simplify playlist code
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1075 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #11841] Units following path sometimes crawl
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. ___ Reply to this item at: http://gna.org/bugs/?11841 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #11828] Raycast visibility now too far
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. ___ Reply to this item at: http://gna.org/bugs/?11828 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #11733] Textures missing on first beta away mission
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. ___ 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 ___ Reply to this item at: http://gna.org/bugs/?11733 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #11727] Letter 'V' not displayed
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 ___ Reply to this item at: http://gna.org/bugs/?11727 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #11634] VTOLs cannot move to undiscovered areas on the map with distance fog
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. ___ Reply to this item at: http://gna.org/bugs/?11634 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1064] Multi-threaded path-finding
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1064 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1057] Kill zones
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1057 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1052] New savegame loading
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?1052 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1049] Add gamma slider to in-game menu
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. ___ File Attachments: --- Date: Wednesday 04/09/2008 at 17:55 Name: gamma.diff Size: 3kB By: per http://gna.org/patch/download.php?file_id=4170 ___ Reply to this item at: http://gna.org/patch/?1049 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #1018] Language selection menu
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 ___ File Attachments: --- Date: Friday 03/21/2008 at 18:27 Name: langMenu.diff Size: 9kB By: per http://gna.org/patch/download.php?file_id=4011 ___ Reply to this item at: http://gna.org/patch/?1018 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #11250] Infinite loop in pickADroid()
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. ___ Reply to this item at: http://gna.org/bugs/?11250 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #986] Add scale factor to Qt GUI for 3ds2pie
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 ___ Reply to this item at: http://gna.org/patch/?986 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #969] Rewritten minimap code
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 ___ Reply to this item at: http://gna.org/patch/?969 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #10989] Saving with sound off asserts failure
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. ___ Reply to this item at: http://gna.org/bugs/?10989 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #952] Show entire minimap in distance fog mode
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 ___ Reply to this item at: http://gna.org/patch/?952 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #10771] psDroid-sMove.fx|y saved wrong
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. ___ Reply to this item at: http://gna.org/bugs/?10771 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #10647] Camera screwed up
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 ___ Reply to this item at: http://gna.org/bugs/?10647 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #907] Make texture coordinates into static array
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 ___ Reply to this item at: http://gna.org/patch/?907 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #895] Draw foundation beneath buildings
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 ___ Reply to this item at: http://gna.org/patch/?895 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #875] Prevent player from driving camera through terrain
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 ___ Reply to this item at: http://gna.org/patch/?875 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #10456] Texture seams are back again
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. ___ Reply to this item at: http://gna.org/bugs/?10456 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #871] Set texture size for terrain
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 ___ Reply to this item at: http://gna.org/patch/?871 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #10443] Flamers spend reload time inching closer to target
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. ___ Reply to this item at: http://gna.org/bugs/?10443 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #865] Draw normal terrain using a VA
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 ___ Reply to this item at: http://gna.org/patch/?865 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #868] Enable polygon lighting normals
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 ___ Reply to this item at: http://gna.org/patch/?868 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #858] Radar experiments
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 ___ Reply to this item at: http://gna.org/patch/?858 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #10180] Scorpion body missing wheel and VTOL propulsion
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 ___ Reply to this item at: http://gna.org/bugs/?10180 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #787] LND format exporter
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?787 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #786] Reference counting patch
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 ___ Reply to this item at: http://gna.org/patch/?786 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9665] Droid standing still do not acquire targets
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. ___ Reply to this item at: http://gna.org/bugs/?9665 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9657] Water translucency is broken
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. ___ Reply to this item at: http://gna.org/bugs/?9657 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9658] Some water tiles have wrong height in Little Egypt
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. ___ Reply to this item at: http://gna.org/bugs/?9658 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9652] Terrain alpha disappears when hoovering mouse over a production/research item
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. ___ Reply to this item at: http://gna.org/bugs/?9652 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9644] Fast clicking building options is slower
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? ___ Reply to this item at: http://gna.org/bugs/?9644 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9629] Skyscraper visuals in cam2 are broken
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 ___ Reply to this item at: http://gna.org/bugs/?9629 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9630] Selecting units in cam2 mission1 is impossible
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. ___ Reply to this item at: http://gna.org/bugs/?9630 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9631] Team colours in cam2 mission1 are wrong
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. ___ Reply to this item at: http://gna.org/bugs/?9631 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #780] Custom mipmaps code
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 ___ Reply to this item at: http://gna.org/patch/?780 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [patch #773] Do not show tech/vision buttons in locked alliances mode
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 ___ Reply to this item at: http://gna.org/patch/?773 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9542] Cam2 mission1 crash
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
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
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 ___ Reply to this item at: http://gna.org/bugs/?9503 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9504] Projectile crash in first map of cam2
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} ___ Reply to this item at: http://gna.org/bugs/?9504 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] [bug #9252] Multiple droid turrents look bad in some cases
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. ___ Reply to this item at: http://gna.org/bugs/?9252 ___ Message sent via/by Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev