in
that older patch.
Regards,
-Safety0ff
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Hi all,
I've added a patch that allows QtGame to control the swap interval on
all platforms to this ticket, could everyone one review test it please?
-Safety0ff
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On 11/07/11 09:52 PM, Per Inge Mathisen wrote:
2) Maps are moved to data/maps/ which contains map name.ini and
either a map name.zip OR a map name/ directory for each map
What is the rationale for putting a map name.ini outside of the map
name.zip or map name/ directory?
this.
Regards,
-Safety0ff
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would mean that they wouldn't
require negation in the rendering code.
Thanks,
-Safety0ff
P.S. Please also confirm that the above is correct.
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commits: b7cb308f30590bbd1508b9a15e2e8dd3d1d769ab,
2d4d2d807d98fd9cd3b49891faf0b34976330915
Fix this and they are present in versions 2.3.6 and later.
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I meant those fix the ptrace/security issue.
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https://bugs.launchpad.net/bugs/741888
Title:
WarZone2100 crashes during the startup
Status in “warzone2100”
help out with this once my schedule clears up (i.e. I'm not just
trying to make work for others).
-Safety0ff
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On 19/05/11 05:41 AM, Per Inge Mathisen wrote:
I am, but I think we should use the recently released Eigen 3, which
is still not much supported on linux distros. Not sure if that means
we should inline it in our own distribution for a while. By the time
master is stable for release, Eigen 3
Is everyone still on board with this?
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#308.
Feel free to commit if you feel it is ready.
Thanks,
-Safety0ff
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this issue seemed to have magically gone away (maybe after a Qt
version upgrade), it is my opinion that this needs to be tested and
proven to be viable on all supported platforms.
I think this could be done by altering QtGame and getting feedback via
the forums (poll anyone?)
-Safety0ff
On 24/04/11 07:34 PM, dak180 wrote:
While it might be the only one currently maintained there is also:
https://github.com/dak180/WZME
If someone wants to resurrect it.
Unless you just want the UI layout, I wouldn't waste my time on it.
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I'm not sure whether there is a subtle difference between this ticket
and closed tickets #1900 and #1906.
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Looks like you might have two warzone2100 executables:
/usr/games/warzone2100 which seems to find all the 64bit libs
fine.
/home/encolpe/bin/warzone2100which looks for 32bit libs but fails to find
physfs, theora and glc.
Either install the 32bit libs for the 32bit version
of this (for glee and miniupnpc).
-Safety0ff
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I've posted a patch to #343 and it'd be great if anyone familiar with
exchndlr.cpp (i.e. Giel) could review it.
Thanks,
-Safety0ff
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On 11-03-30 03:23 PM, Per Inge Mathisen wrote:
PS The new javascript scavenger script is attached as an example for
those too lazy to look in the qtscript branch.
From the script:
And we can use the built-in Math library
switch (Math.random() * 10)
How does that work with Cyp's determinism
Many of the Windows API functions we use are deprecated, while I have no
intention using functions whose minimum is Win XP at the moment, I
couldn't help but wonder what the official word on maintaining this
compatibility is.
Regards,
-Safety0ff
/CompileGuideWindows/MingwCrossEnv
I had to merge master, and I pushed it here:
https://github.com/Safety0ff/warzone2100/commits/qt
Regards,
Safety0ff
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of physfs should be removed from the tarball
(I've set things such that the Physfs 2 build overwrites the files from
the tarball for the time being).
Anyways, please review the two commits at the tip here:
https://github.com/Safety0ff/warzone2100/commits/masterphysfs2
And voice your opinions
. :)
-Safety0ff
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Hey all,
I posted this patch a few weeks ago and would like to have some feedback
as whether or not it should be committed.
http://developer.wz2100.net/ticket/2458 Use pkg-config for quesoglc
build configuration.
Regards,
-Safety0ff
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It seems there isn't enough support for this change (moving lib/* to src/).
Next subject: Opinions on moving miniupnpc from lib/netplay to somewhere
else?
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(in the CMake branch) then let me make it clear that the purpose of this
thread of discussion was for the lib to src move *only*. I'm rather
indifferent about that change.
On 11-01-15 10:14 AM, Christian Ohm wrote:
On Saturday, 15 January 2011 at 1:18, Safety0ff wrote:
Hi all,
While working
definite decision on
the matter.
Regards,
-Safety0ff
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On 10-11-30 12:28 PM, Per Inge Mathisen wrote:
Can you say a little bit more about why you think this is a good solution?
To me, this looks like a huge hack. Stats height values 1 have never
been used before, AFAICT, so they might be random for all I know.
Instinctively I would think that it is
that it would work.)
Please discuss.
-Safety0ff
[1]
https://wiki.ubuntu.com/SecurityTeam/Roadmap/KernelHardening#ptrace%20Protection
[2] https://wiki.ubuntu.com/Security/Features#PTRACE%20scope
[3] https://launchpad.net/bugs/589841
[4] http://code.google.com/p/chromium/issues/detail?id=46368
[5
not be too difficult to edit the .wrf and .lev files so
that the modes use different stats (actual mileage may vary).
-Safety0ff
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which will need to be removed before
committing).
Also, the power gen's texture was rectified as well.
The tcmask flag is set on the power gen pie which is useless as there
isn't any tcmask applied to its texture (not a big deal either).
-Safety0ff
On 10-09-28 12:38 PM, dak180 wrote:
if we can it would be good to start getting some of the ArtRev models in game.
I think that's a whole other can of worms, I'm not sure it's a good time
to go there.
Regards,
-Safety0ff
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On 10-09-18 11:43 AM, Giel van Schijndel wrote:
Another question; which models actually use this shader?
See:
http://developer.wz2100.net/ticket/1757
http://sourceforge.net/projects/wzgraphicmods/
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I think I'll commit the conservative patches in #2009, cfrelease.diff
(trunk) and 23leaks.diff (2.3), since nobody has commented on the boat
rocking version.
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want (or commit it yourself.)
Regards,
-Safety0ff
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On 10-06-28 01:51 AM, Safety0ff wrote:
another that returns whether it has team colours.
Something like this:
inline BOOL hasTeamColours (const iIMDShape* imd) { return
imd-numFrames == 8; }
inline BOOL hasAnimation (const iIMDShape* imd) { return
(imd-numFrames 0 !hasTeamColours(imd
going into trunk (
possibly modified to use functions like those shown above.)
P.S. The comments for getModularScaledGraphicsTime are wrong about the
range returned, this is why imd-numFrames is passed in rather than
numFrames - 1.
-Safety0ff
Hey all,
We currently have 4 different ways of dealing with endianess ( 5 before
r11002), they are:
PHYSFS_swap* ( declared in physfs.h, used 39 times )
SDL_swap*( declared in SDL_endian.h, used 15 times)
System networking functions hton* ntoh* ( declared in netinet/in.h,
arpa/inet.h,
the backdrop is intentional?
-Safety0ff
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Hi,
I had more details for this problem but I forgot to give them last time
per was on IRC.
Anyways, it might be a more of a T3 problem, the following screenshots
were taken on NTW2 T3 with max starting power.
As you can see only one semperfi ai managed its money carefuly enough to
avoid
fire effects whose position corresponds to a given tile. The
first effect to die will clear the bit.
-Safety0ff
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