[Warzone-dev] Twin weapon patch

2007-08-20 Thread The Watermelon
This patch makes weapon to shoot number of connectors projectiles in parallel and add muzzle flash to each connector(barrel) instead of one with 'twin bullet gfx' and one muzzle flash centered MG2Mk1(Twin MG) damage increased from 14 to 10*2(dual mg bullet) MG2-VTOL(VTOL twin MG) damage

Re: [Warzone-dev] Twin weapon patch

2007-08-20 Thread The Watermelon
On 8/20/07, Freddie Witherden [EMAIL PROTECTED] wrote: On 20 Aug 2007, at 18:03, The Watermelon wrote: This patch makes weapon to shoot number of connectors projectiles in parallel and add muzzle flash to each connector(barrel) instead of one with 'twin bullet gfx' and one muzzle flash

[Warzone-dev] New armor system test

2007-08-20 Thread The Watermelon
This one changes armor system from threshold to percentage reduction damage reduction is set to 1.5%^armor in this patch,so 100 armor(fully upgraded dragon has 100-120) will get approximately 78% damage reduction. wzarmour.patch Description: Binary data

Re: [Warzone-dev] faction patch preview

2007-08-08 Thread The Watermelon
On 8/7/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 8/7/07, The Watermelon [EMAIL PROTECTED] wrote: this patch adds the following functionalities to script: 1.the ability to disable techshare 2.the ability to disable design 3.the ability to remove template from player template

Re: [Warzone-dev] issues with texture radar color loading function

2007-08-03 Thread The Watermelon
On 8/2/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 8/2/07, The Watermelon [EMAIL PROTECTED] wrote: 1.the sscanf target buffer in texLoad in texture.c was never incremented by 'j' per loop,so all the tiles will have the first tile's color. Oops. 2.%hh is a C99 feature,so it's

Re: [Warzone-dev] [Warzone-commits] r2315 - /trunk/lib/ivis_opengl/textdraw.c

2007-08-02 Thread The Watermelon
On 8/1/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Author: muggenhor Date: Wed Aug 1 22:50:27 2007 New Revision: 2315 URL: http://svn.gna.org/viewcvs/warzone?rev=2315view=rev Log: * move some variables into a more local scope (bool GotSpace, NewLine) * add some comments * actually

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

2007-08-02 Thread The Watermelon
On 8/2/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 7/31/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 7/31/07, The Watermelon [EMAIL PROTECTED] wrote: 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

[Warzone-dev] issues with texture radar color loading function

2007-08-02 Thread The Watermelon
1.the sscanf target buffer in texLoad in texture.c was never incremented by 'j' per loop,so all the tiles will have the first tile's color. 2.%hh is a C99 feature,so it's not guaranteed to work properly with C89 compiler. the patch attached should fix the 2 problems listed,though it might not be

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

2007-07-31 Thread The Watermelon
On 7/31/07, Per I. Mathisen [EMAIL PROTECTED] wrote: 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

[Warzone-dev] doubleclick patch again

2007-07-27 Thread The Watermelon
had to use a struct INPUT_STATE to store last key/mouse button down timestamp,also need include gtime to get 'gameTime' in UDWORD #define DOUBLE_CLICK_INTERVAL 500 is the constant for the interval between 2 singleclicks for doubleclick event in ms this patch fixes the following tempting

Re: [Warzone-dev] [bug #9598] Most projectiles miss their targets

2007-07-26 Thread The Watermelon
On 7/26/07, Roman [EMAIL PROTECTED] wrote: URL: http://gna.org/bugs/?9598 Summary: Most projectiles miss their targets Project: Warzone Resurrection Project Submitted by: troman Submitted on: Thursday 07/26/2007 at 12:41

Re: [Warzone-dev] [patch #774] Limit extra weapons by weight

2007-07-23 Thread The Watermelon
On 7/22/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 7/22/07, Per I. Mathisen [EMAIL PROTECTED] wrote: This patch adds a limitation to extra weapons (on multiweapon droids) by weight. This will omit the largest and hence ugliest weapons from the extra connector slots. Although

[Warzone-dev] pie, multiturret and modelling issues

2007-07-15 Thread The Watermelon
There are multiple issues with the pie and modelling,which is one of reasons that frustrates GrimMoroe I believe,so I decided to list the issues there to ask others for possible solutions. 1.Connectors problems 1.1 Connector types Currently there is no way to tell what a conector does,while the

Re: [Warzone-dev] excessive check in actionUpdateDroid

2007-07-07 Thread The Watermelon
On 7/7/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 7/7/07, The Watermelon [EMAIL PROTECTED] wrote: On 7/6/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 7/6/07, The Watermelon [EMAIL PROTECTED] wrote: removed the excessive CHECK_DROID at the beginning of actionUpdateDroid

[Warzone-dev] another fix for ai.c

2007-07-06 Thread The Watermelon
should fix a missing died check when trying to copy target from friendly structure target[0] aitargetfix.patch Description: Binary data ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] excessive check in actionUpdateDroid

2007-07-06 Thread The Watermelon
On 7/6/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 7/6/07, The Watermelon [EMAIL PROTECTED] wrote: removed the excessive CHECK_DROID at the beginning of actionUpdateDroid,because it already checks died flag/clear died ones. I do not understand. CHECK_DROID does not check the died flag

[Warzone-dev] excessive/wrong CHECK_PROJECTILE check in projectile.c

2007-07-04 Thread The Watermelon
there is a function being referenced externally by renderer code in projectile.c called 'gfxVisible',which is called after the projectile update,so sometimes it will have a 'died' psDest,because the 'died' check is performed in projectile update function(so a 'died' psDest is valid at the

Re: [Warzone-dev] dangling pointer problem

2007-06-29 Thread The Watermelon
On 6/28/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 6/28/07, The Watermelon [EMAIL PROTECTED] wrote: I noticed some of CHECK_PROJECTILE/CHECK_OBJECT are unnecessary and give false alerts,because most of the time the functions should be able to figure out the objects who are marked

Re: [Warzone-dev] dangling pointer problem

2007-06-28 Thread The Watermelon
I noticed some of CHECK_PROJECTILE/CHECK_OBJECT are unnecessary and give false alerts,because most of the time the functions should be able to figure out the objects who are marked as 'died' and will be GC'ed next frame,just did a 7 AI with slider maxed out run for few hours in MSVC(to make

[Warzone-dev] dangling pointer problem

2007-06-26 Thread The Watermelon
There is a dangling pointer problem after a game object is destroyed/deleted in objmem.c,I think per has a reference count patch for that,but it's a bit complex,maybe the problem can be solved by simply delaying the destruction of the object by 1 game frame,so every object who has reference to it

[Warzone-dev] a minor fix

2007-06-22 Thread The Watermelon
a minor fix to avoid excessive harmless asserts by projectile validity check macro when using memory debugger like MSVC when debugging. Index: src/projectile.c === --- src/projectile.c(revision 1555) +++ src/projectile.c

Re: [Warzone-dev] 2.0.7 again

2007-06-09 Thread The Watermelon
On 6/9/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Montag, 4. Juni 2007 schrieb Jose Ivey: -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Giel van Schijndel Sent: Monday, June 04, 2007 5:55 AM To: Development list Subject: Re:

Re: [Warzone-dev] Code::Blocks project file?

2007-06-05 Thread The Watermelon
On 6/4/07, Kamaze [EMAIL PROTECTED] wrote: Someone has one for wz2100? Well, i use code::blocks for 2 years now and i would be happy if we could provide a C::B projectfile with warzone. For those which don't know C::B: www.codeblocks.org - Kamaze I made one manually before,but I am too

Re: [Warzone-dev] [Warzone-commits] r1435 - /trunk/data/mp/stats/weapons.txt

2007-06-03 Thread The Watermelon
On 6/3/07, Roman [EMAIL PROTECTED] wrote: Author: troman Date: Sun Jun 3 15:09:48 2007 New Revision: 1435 URL: http://svn.gna.org/viewcvs/warzone?rev=1435view=rev Log: Balance Changes LasSat weapon: -blast radius: increased from 2 tiles to 4.5 tiles -blast radius damage: increased from 1000

Re: [Warzone-dev] [Warzone-commits] r1435 - /trunk/data/mp/stats/weapons.txt

2007-06-03 Thread The Watermelon
On 6/3/07, Roman [EMAIL PROTECTED] wrote: dfvdfvdfv On 6/3/07, Roman [EMAIL PROTECTED] wrote: Author: troman Date: Sun Jun 3 15:09:48 2007 New Revision: 1435 URL: http://svn.gna.org/viewcvs/warzone?rev=1435view=rev Log: Balance Changes LasSat weapon: -blast radius:

Re: [Warzone-dev] Fwd: [Warzone-commits] r1422 - /trunk/ChangeLog

2007-06-01 Thread The Watermelon
On 5/31/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Donnerstag, 31. Mai 2007 schrieb Roman: Roman wrote: (Kreuvf, I warn you I spit far and kick painfully :P), but nm, maybe I once met a camel like that... I once met a human who eventually decided to use a more appropriate place

Re: [Warzone-dev] multiweapon fix

2007-05-31 Thread The Watermelon
On 5/30/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: The attached patch might fix a crash I found with multiweapon droids, but Watermelon please take a look at it, because you wrote this, and I do not quite understand what it does. The key part is (in src/action.c:actionUpdateTransporter

Re: [Warzone-dev] hack to prevent transporters being blown up

2007-05-21 Thread The Watermelon
On 5/20/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Some people have reported problems when their transport got stuck that they couldn't blow it up. (E.g . http://wz2100.net/forum/index.php?topic=606.0 ) This is most certainly the direct result from a so called hack to prevent

[Warzone-dev] crash when preview a water map(fishnet, little egypt etc) after a game

2007-05-21 Thread The Watermelon
how to reproduce: 1.start a game with any map w/ or w/o water 2.exit to main menu 3.select a water map in skirmish/map it should crash as soon as the game is pre-processing the map,but it doesnt happen if you load a water map without doing step 1.,so I guess the problem has something to do map

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-20 Thread The Watermelon
On 5/19/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Samstag, 19. Mai 2007 schrieb The Watermelon: this patch is by no means working properly,but with these 2 things fixed it should be usable: 1.Change terrain vertices back to int/change float multiplication/division to shift or use new

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-19 Thread The Watermelon
On 5/19/07, Kamaze [EMAIL PROTECTED] wrote: Well, i know that the current moddeling format uses real numbers only (int) and that it would be a bunch of work to port it to a floating number system. no it's not hard. I already did it,but patch is dead/conflicted because of recent changes and

Re: [Warzone-dev] Event based mainloop

2007-05-13 Thread The Watermelon
On 5/12/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Sonntag, 13. Mai 2007 schrieb Dennis Schridde: Small update, now in sync with r1265. Also hardcoded the FPS again. This time to 25 FPS / 40ms. Anything below 200FPS / 10ms is strongly not recommended. (The game will not react anymore.)

Re: [Warzone-dev] Push out 2.0.7?

2007-05-13 Thread The Watermelon
On 5/13/07, Dennis Schridde [EMAIL PROTECTED] wrote: Hi everyone! I wonder whether we should already push out 2.0.7. We should have a look what was fixed in branches/2.0 since 2.0.6 (~r1010) and what should be fixed. Major changes currently are: Autopackage should work better, Masterserver

Re: [Warzone-dev] Two turrets per body?

2007-05-09 Thread The Watermelon
On 5/8/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: On Tue, 08 May 2007 12:10:10 -0400 The Watermelon [EMAIL PROTECTED] wrote: On 5/7/07, Jose Ivey [EMAIL PROTECTED] wrote: I tried three turrets and ran into an unhandled exception here in actionUpdateDroid from action.c What kind

Re: [Warzone-dev] [Warzone-commits] r1243 - in /trunk: lib/framework/frame.c lib/framework/input.c lib/framework/input.h lib/gamelib/gtime.c src/loop.c src/main.c src/multiopt.c

2007-05-09 Thread The Watermelon
On 5/7/07, Dennis Schridde [EMAIL PROTECTED] wrote: Author: devurandom Date: Mon May 7 22:24:34 2007 New Revision: 1243 URL: http://svn.gna.org/viewcvs/warzone?rev=1243view=rev Log: - Some more housekeeping. - Warzone reacts on loss of focus again! Modified: trunk/lib/framework/frame.c

Re: [Warzone-dev] movement patch

2007-05-03 Thread The Watermelon
On 5/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote: The Watermelon schreef: 1.added doxygen comments to various functions in move.c,fpath.c 2.changed fpathDistToTile to use actual world coords and TrigIntSqrt table to calculate distance instead of tile coords arithmetic operations

Re: [Warzone-dev] Warzone networks code

2007-05-02 Thread The Watermelon
On 5/1/07, The Noid [EMAIL PROTECTED] wrote: [EMAIL PROTECTED] wrote: On Wed, 02 May 2007 00:40:24 -0400 The Watermelon [EMAIL PROTECTED] wrote: After looking at both gamelogics and netcode of wz relatively extensively,I figured out that it's not only netcode that makes wz unplayable in MP

Re: [Warzone-dev] loop.c change?

2007-05-02 Thread The Watermelon
On 5/2/07, Giel van Schijndel [EMAIL PROTECTED] wrote: I assume that with all these options you mean to somehow prioritize the game logic above I/O ? Events seem the easiest way of controlling that. Threads will gain us little while costing a lot of trouble. The main reason for using threads

Re: [Warzone-dev] Warzone playability change to much?

2007-05-01 Thread The Watermelon
On 5/1/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: If you compare original with current version, you can makes very unbalance units. What can be done about this? Make adding more weapons much more expensive or make unit fire allot slower, move slower? How to decide? AI no build multiple

Re: [Warzone-dev] Warzone networks code

2007-05-01 Thread The Watermelon
On 5/1/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: What to do with current networks code in WZ? Try to fix, any one good at network code/problems in latency/sych? Or should we just use game network libs that is open source that handle code for dial modem users or LAN users? I know we talk

[Warzone-dev] A few question about the renderer

2007-04-30 Thread The Watermelon
1.what is PIE_RAISE/PIE_HEIGHT_SCALED?is possible to get rid of them?cos I want to pre-calculate the vertices and texture coords of each polygon and cache them in a display list in IMDShape struct during imd loading,and these 2 are the only pie flags that modifies the geometric info directly on

Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-04-29 Thread The Watermelon
On 4/29/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 4/29/07, The Watermelon [EMAIL PROTECTED] wrote: Attached fixed projfix13a and the fixes for flattenimd crash which was reported in forum a few days ago. Here is a reworked version of the patch for the flattenimd issue. There were

Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-04-29 Thread The Watermelon
Forgot to include projectile.c changes in projfix13d,fixed version: projfix13e.patch Description: Binary data ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

[Warzone-dev] projectile fixes

2007-04-28 Thread The Watermelon
this should fix out of map range problems with projectiles.Thanks to The_Noid for the backtraces. projfix13.patch Description: Binary data ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

[Warzone-dev] projectile fixes and flatten imd fixes

2007-04-28 Thread The Watermelon
had a copynpaste error in projfix13,sorry about that. Attached fixed projfix13a and the fixes for flattenimd crash which was reported in forum a few days ago. projfix13b.patch Description: Binary data wzflattenimdfix.patch Description: Binary data

Re: [Warzone-dev] mingw/msys errors help?

2007-04-28 Thread The Watermelon
On 4/28/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: rev 1192: $ ./autogen.sh + checking for xgettext = 0.15 ... You must have xgettext installed to compile . Download the appropriate package for your distribution, or get the source tarball at ftp://ftp.gnu.org/pub/gnu/gettext/ + checking

[Warzone-dev] new projectile fix

2007-04-26 Thread The Watermelon
1.Added a check to ensure the new SDWORD tarX and SDWORD tarY are positive before being passed to proj_SendProjectile as UDWORD(which was done in the removed crash-proof codes in map_Height function I think),thanks to Hikaru for triggering the crash with tons of flamer cyborgs/droids

Re: [Warzone-dev] patch testing?

2007-04-26 Thread The Watermelon
On 4/26/07, Ari Johnson [EMAIL PROTECTED] wrote: Ah, upgrading to that revision helped. The next crash happens early on in the second transport mission, with: error : the build locations are not on the map error : Assert in Warzone: /Users/ari/work/warzone/macosx/../src/droid.c:3748 :

[Warzone-dev] hardpoint turret imd missing in head rev

2007-04-24 Thread The Watermelon
the turret imd(any weapon) on hardpoint is missing in game with the head rev,it worked fine in few revision ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

[Warzone-dev] Ignored patches

2007-04-23 Thread The Watermelon
I noticed a large portion of member/user supplied patches are simply ignored atm. For the mailinglist vs2k5 and I have quite a few without replies or reason why it cant be made into the trunk,for the bug tracker and forum,there are also quite a few patches supplied by user or bug reporter

Re: [Warzone-dev] [Warzone-commits] r1164 - /trunk/lib/ivis_opengl/screen.c

2007-04-23 Thread The Watermelon
On 4/22/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Angus Lees schreef: On 4/23/07, *Per Inge Mathisen* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: On 4/23/07, Giel van Schijndel [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: * Use a variable sized array for the scanline

Re: [Warzone-dev] Ignored patches

2007-04-23 Thread The Watermelon
On 4/23/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 4/23/07, The Watermelon [EMAIL PROTECTED] wrote: I noticed a large portion of member/user supplied patches are simply ignored atm. Sorry. I can only speak for myself, but I have been very busy and I will be very busy again soon

Re: [Warzone-dev] 3 bug fixes for projectile

2007-04-22 Thread The Watermelon
On 4/22/07, Dennis Schridde [EMAIL PROTECTED] wrote: Please stop sending everything ziped. You saved us 1KB of download size, but kicked a user out of the list... I really see no sense in this. --Dennis This is a Mailman mailing list bounce action notice: Action: Subscription disabled.

Re: [Warzone-dev] improved doubleclick input.c patch

2007-04-18 Thread The Watermelon
On 4/18/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Mittwoch, 18. April 2007 schrieb The Watermelon: Anyways,attached the updated patch with the redundant checks removed and added comments: Question: Why do you zip a 10KB patch? to protect against potential corruption by email client

[Warzone-dev] coding convention in recent commits

2007-04-17 Thread The Watermelon
I just noticed more and more recent commits are not following the code convention here http://wz2100.net/wiki/development:coding_style: 1. *if (foo)* *test();* 2. *if (foo) {* *test();* *}* 2 might be tolerable since it still has the curly braces like the original wz source did,which make the

Re: [Warzone-dev] smaller per-pie texture vs bigger texture page?

2007-04-17 Thread The Watermelon
On 4/16/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Bigger texture page(enlarging exist texture pages) pros: 1.require no pie changes 2.easier to implement,requires zero source changes cons: 1.slower opengl texturing due to increased texture(256x256/512x512 to 512x512/1024x1024) 2.may not

[Warzone-dev] unfinished patches

2007-04-16 Thread The Watermelon
Just wonder if these features are still desired or not,cause most of them are from RTS.net(the old threads mega-bumped by Rman Virgil): 1.finite ammo + rearm facility + rearm components 2.shipyard/barracks/airfield 3.factions 4.the ability to completely disable tech share/design in mp via script

[Warzone-dev] smaller per-pie texture vs bigger texture page?

2007-04-16 Thread The Watermelon
To list the advantages and disadvantages of them Smaller per-pie texture: pros: 1.faster opengl texcoords2f due to the reduced texture size(128x128 or 256x256 should be enough for most pies) 2.no space waste 3.easier to use for modeller cons: 1.need to re-texture all exist pies... 2.source

Re: [Warzone-dev] rev 970 breaks at end of mission 1 (crash)

2007-04-03 Thread The Watermelon
On 4/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: On Mon, 02 Apr 2007 04:26:39 -0400 The Watermelon [EMAIL PROTECTED] wrote: this problem usually happens when objects are incompatible with each other,try doing a cleanup and full-recompile and see if this cures the problem.It might be a bug

[Warzone-dev] mini patch to improve shadow performance

2007-03-31 Thread The Watermelon
a mini patch separated from my old obsolete draw patch and make it compatible with gerard_'s recent improvements: 1.added Vector3f to shadowcastingshap struct to store the light info 2.changed shadow loop to accept another BOOL to determine whether to store light info from the first pass into

Re: [Warzone-dev] Gettext support

2007-03-24 Thread The Watermelon
On 3/24/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: The attached giant patch adds gettext support for Warzone, and the beginnings of a Norwegian translation. There are a number of caveats: It moves all strings defined in the C code back into the C files using gettext instead of using the

Re: [Warzone-dev] [Fwd: 2.06 crash, Windows mini dump]

2007-03-22 Thread The Watermelon
On 3/22/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Donnerstag, 22. März 2007 schrieb Tim Perrei: Original-Nachricht From: - Thu Mar 22 11:39:57 2007 Sender: Jose Ivey [EMAIL PROTECTED] Beta campaign, r909 Do we have any further information? The info included in that

Re: [Warzone-dev] Doxygen source code comments

2007-03-18 Thread The Watermelon
On 3/17/07, Dennis Schridde [EMAIL PROTECTED] wrote: I did DoxyComments in the header before, because that way they are easily accessible when you have a look at the declaration. No need to search for the definition. (Which is usualy at line 3276 in an ugly formated code file not ordered like

Re: [Warzone-dev] [bug #8723] FPE in skirmish on amd64 with r867

2007-03-17 Thread The Watermelon
On 3/16/07, Dennis Schridde [EMAIL PROTECTED] wrote: It might be safe to ignore it, but the real problem is: Why does the NULLDROID exist in the 1st place? When it died, shouldn't it be removed immediately and completely instead of just partly? Why is the dead droid replaced with a NULLDROID at

Re: [Warzone-dev] x TILE_SHIFT vs. x / TILE_UNITS

2007-03-15 Thread The Watermelon
On 3/14/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Mittwoch, 14. März 2007 schrieb Per Inge Mathisen: On 3/14/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: These are not bitshifts instead of multiplication or division by a power of two, but actually bitshifts to conserve the precious

Re: [Warzone-dev] [bug #8683] The size of the SAVE_DROID structure differs from 2.0.5 but its version is unchanged

2007-03-15 Thread The Watermelon
On 3/8/07, Giel van Schijndel [EMAIL PROTECTED] wrote: The Watermelon schreef: On 3/8/07, *Dennis Schridde* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Am Donnerstag, 8. März 2007 schrieb [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]: On Thu, 08 Mar 2007 05:51:43 -0500 anonymous

Re: [Warzone-dev] [bug #8723] FPE in skirmish on amd64 with r867

2007-03-15 Thread The Watermelon
On 3/12/07, Thomas [EMAIL PROTECTED] wrote: URL: http://gna.org/bugs/?8723 Summary: FPE in skirmish on amd64 with r867 Project: Warzone Resurrection Project Submitted by: trauma Submitted on: Montag 12.03.2007 um 23:56

Re: [Warzone-dev] [bug #8723] FPE in skirmish on amd64 with r867

2007-03-15 Thread The Watermelon
On 3/15/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Donnerstag, 15. März 2007 schrieb The Watermelon: On 3/12/07, Thomas [EMAIL PROTECTED] wrote: URL: http://gna.org/bugs/?8723 Summary: FPE in skirmish on amd64 with r867 Project: Warzone

Re: [Warzone-dev] [bug #8683] The size of the SAVE_DROID structure differs from 2.0.5 but its version is unchanged

2007-03-08 Thread The Watermelon
WZ should be able to load older savegame versions and I think we should try our best to keep that going. BTW: If you want to talk to the reporter, you should comment on the bug and not on this mail. I just added my comment here, because otherwise Watermelon wouldn't be able to see it. (I can't

Re: [Warzone-dev] some patches for segfaults, arithmatic exceptions

2007-03-05 Thread The Watermelon
On 3/5/07, jwf [EMAIL PROTECTED] wrote: hi, I have been playing / debugging some with svn versions of warzone. So i made up some patches for segfaults and arithmetic exceptions i was having in linux. They don't fix the root cause of why, for example the pointers the are null, they just

Re: [Warzone-dev] gdmps in 2.0?

2007-03-03 Thread The Watermelon
On 3/3/07, Dennis Schridde [EMAIL PROTECTED] wrote: Hello everyone... I am not yet sure whether the inclusion of the gdmp code in brances/2.0 was a good idea... We probably need to first find out how to get usefull informations from the GLibC backtraces, what is most convenient for our users

Re: [Warzone-dev] bug with SDL_framerateDelay

2007-02-23 Thread The Watermelon
On 2/22/07, Kamaze [EMAIL PROTECTED] wrote: Well, no problem. :) I overreacted a bit *g* However... I drawed a Triangle and a Quad, both untextured. Then i turned off V-Sync in my driver settings and played a bit with different SDL_Delay() settings. With, without, 10 ms, 1ms, 0ms, ... Then

Re: [Warzone-dev] bug with SDL_framerateDelay

2007-02-23 Thread The Watermelon
Just an easy hack to detect time spent in millisec(note:0 doesnt mean it doesnt cost cpu time,instead it means the function takes less than 1ms and cannot be detected by my ugly counter): debug build,sk rush one player skimirsh mode(3 ai and no network): never: proccess3DBuilding time 0

Re: [Warzone-dev] Where is the Fog? And some ideas for the shadow.

2007-02-23 Thread The Watermelon
On 2/23/07, Kamaze [EMAIL PROTECTED] wrote: Hi, someone knows why the fog isn't drawn anymore? For me this 'popping' in the background is annoying. (Terrain) And the shadow drawing distance is limited do avoid black blocks in the shadows. How about the idea to make the shadows fade in/out, in

Re: [Warzone-dev] bug with SDL_framerateDelay

2007-02-23 Thread The Watermelon
On 2/23/07, Christian Ohm [EMAIL PROTECTED] wrote: To me that sounds like it works as it is supposed to. If the system is not fast enough to reach the desired frame rate, don't delay, as every delay will make it even slower. sorry for the confusion,actually I thought the SDL frame delay

Re: [Warzone-dev] Re: [Warzone-commits] r807 - in /trunk: configure.ac lib/framework/Makefile.am lib/framework/dbghelp.h lib/framework/exceptionhandler.c lib/framework/frame.h src/main.c

2007-02-23 Thread The Watermelon
On 2/23/07, Christian Vest Hansen [EMAIL PROTECTED] wrote: Looks like it broke the build on windows: == mingw32-make[1]: Entering directory `C:/Documents and Settings/cvh/My Documents/ warzone/src' gcc -DVERSION=\TRUNK\ -DYY_STATIC

Re: [Warzone-dev] build problems in windows

2007-02-23 Thread The Watermelon
On 2/23/07, Christian Vest Hansen [EMAIL PROTECTED] wrote: sure enough, running 'zip' on the command line yields nothing but complaints. Do you know of a good place to find zip.exe ? google.com said: http://www.info-zip.org/Zip.html#Win32 ___

Re: [Warzone-dev] Re: [Warzone-commits] r807 - in /trunk: configure.ac lib/framework/Makefile.am lib/framework/dbghelp.h lib/framework/exceptionhandler.c lib/framework/frame.h src/main.c

2007-02-23 Thread The Watermelon
On 2/23/07, Dennis Schridde [EMAIL PROTECTED] wrote: What problems with GCC do you have, Watermelon? --Dennis something like this: frontend.c:1545:61: too many decimal points in number frontend.c: In function `displayTitleBitmap': frontend.c:1545: error: syntax error before numeric constant

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread The Watermelon
On 2/22/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 2/22/07, The Watermelon [EMAIL PROTECTED] wrote: 3.another odd issue that kills the performance is that you cannot add all polygons of a shape to a triangle list and draw the list instead of drawing the polygons separately,because

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-22 Thread The Watermelon
On 2/22/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 2/22/07, The Watermelon [EMAIL PROTECTED] wrote: seems the terrain draw calls a special sets of functions (fastDrawTriangle and fastClippedTriangle) to optimize the performance of terrain drawing,though all of those seemed

Re: [Warzone-dev] Evaluate AngelScript as an alternative to lua?

2007-02-21 Thread The Watermelon
On 2/21/07, Gerard Krol [EMAIL PROTECTED] wrote: I'd say we'd better use a more mature alternative, as Lua or Python. A little comparison: Anglescript, call script function from C: http://www.angelcode.com/angelscript/sdk/docs/manual/pages/man_callscriptfunc.html Anglescript, call C

[Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-21 Thread The Watermelon
I am unable to make a comparison with old immediate mode,because I think devurandom's old gdebugger test with immediate mode didnt have a % and number of calls per frame info attached... just to list major hoggers:(scene:default view position in map rush with 'advanced base') without shadows:

Re: [Warzone-dev] Menu /subtitle Gfx corruption?

2007-02-20 Thread The Watermelon
On 2/20/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Using latest svn, I notice that on menu screen, where you pick map/player for multiplayer/skirmish games, on right side where show version, it get corrupted if you hover mouse over one of the options like power, and it displays

Re: [Warzone-dev] vbo and va tests

2007-02-19 Thread The Watermelon
On 2/19/07, Dennis Schridde [EMAIL PROTECTED] wrote: Definitely not... That's why I took the display-lists out. After I did this I had ~50% fps _more_. I guess this is because the compilation takes a lot of time. So you can't simply throw a usually-makes-drawing-faster method at everything and

Re: [Warzone-dev] vbo and va tests

2007-02-18 Thread The Watermelon
On 2/18/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: How much does this improve performance? Might be worth looking into as a temporary solution. But there is no need to undo the shadowloop, there will still be two instances of duplicate code that it cleans up. I dont think the shadowloop

Re: [Warzone-dev] Approaching Version 2.0.6

2007-02-15 Thread The Watermelon
On 2/15/07, Giel van Schijndel [EMAIL PROTECTED] wrote: On Thu, 15 Feb 2007 12:27:27 +0100, Christian Ohm [EMAIL PROTECTED] wrote: On Monday, 12 February 2007 at 23:50, Dennis Schridde wrote: In the roadmap (http://wz2100.net/wiki/roadmap:2.0.6) only one bug is left, which I want to fix for

Re: [Warzone-dev] Approaching Version 2.0.6

2007-02-15 Thread The Watermelon
On 2/15/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Dennis Schridde schreef: Am Donnerstag, 15. Februar 2007 schrieb The Watermelon: that empty config bug is mingw related,it's a potential bug in those static linked .a library or a bug of windows.But it's very hard to reproduce

Re: [Warzone-dev] vbo and va tests

2007-02-15 Thread The Watermelon
On 2/15/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Would not displaylists be better for this game? I am not sure but I think I read it was noid and rodzilla who ported the d3d stuff to openGL. displaylists is even worse than vertex buffer object in terms of flexibility(which is essential

Re: [Warzone-dev] shapened textures

2007-02-11 Thread The Watermelon
On 2/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: On Sat, 10 Feb 2007 15:51:59 -0500 The Watermelon [EMAIL PROTECTED] wrote: I noticed the textures in wz are abit 'blur',so I tried to sharpen texture png's with gimp's sharpen filter,it does look a bit better but it also runs significantly

Re: [Warzone-dev] shapened textures

2007-02-11 Thread The Watermelon
yes I know the texture 'quality' makes no difference in memory as long as the total number of bits are changed,it's just weird WZ render lags the overall performance in the areas where you least expected: 1.the matrix multiplications' performance impact is minor(probably 5% fps drop) with

Re: [Warzone-dev] shapened textures

2007-02-11 Thread The Watermelon
On 2/11/07, Linas Žvirblis [EMAIL PROTECTED] wrote: Maybe this has something to do with the increased number of individual colors in the texture? Although it should not matter much if the bit depth remains the same, so just a wild guess... Are you sure you save the textures in the same

Re: [Warzone-dev] Weired things in current trunk.

2007-02-11 Thread The Watermelon
On 2/11/07, Kamaze [EMAIL PROTECTED] wrote: I got compiling wz2100 under win/mingw32 working again and tested the new trunk and i saw a few weired things. - Shadows don't work. - Weired image switches, if i hover a button in the menu. See image 1:

Re: [Warzone-dev] shapened textures

2007-02-11 Thread The Watermelon
On 2/11/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Sonntag, 11. Februar 2007 schrieb The Watermelon: yes I know the texture 'quality' makes no difference in memory as long as the total number of bits are changed,it's just weird WZ render lags the overall performance in the areas where

Re: [Warzone-dev] Patch: Fog of War / Mist

2007-02-10 Thread The Watermelon
On 2/10/07, Gerard Krol [EMAIL PROTECTED] wrote: Fog of War seems to be broken in that it renders a foggy sky instead of a black background. Fixed that. - Gerard hmm just curious,do you know why the sky texpages are unused/broken?seems it draws orange color filled 'fog' instead of the 'sky

[Warzone-dev] shapened textures

2007-02-10 Thread The Watermelon
I noticed the textures in wz are abit 'blur',so I tried to sharpen texture png's with gimp's sharpen filter,it does look a bit better but it also runs significantly slower on my pc =( before sharpen: http://img169.imagevenue.com/img.php?image=40196_wz2100_shot_004_122_250lo.jpg

[Warzone-dev] scriptlang.rtf outdated

2007-02-05 Thread The Watermelon
I was adding some script functions to add the ability to enable/disable design window and techshare in mp,then I suddenly noticed that some of the script functions are undocumented in scriptlang.rtf. the following lines in bold should be inserted to scriptlang.rtf between 'skFireLassat' and

Re: [Warzone-dev] 500KB patch...

2007-01-28 Thread The Watermelon
On 1/28/07, Giel van Schijndel [EMAIL PROTECTED] wrote: I'm assuming all changes to projectile.c only are change 8? Because I see no mention of the removal of extendRad and it being replaced by iRad (I find both of these names rather non-descriptive btw). So a question, what is extendRad's

Re: [Warzone-dev] Fixing exist render engine or Using an external render engine?

2007-01-28 Thread The Watermelon
On 1/28/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Is there a list of the bugs and or inflexibilities that have to do with the rendering engine? Besides a endian issue the macs have that is. :) hmm lemme list a few problems with the current render engine: 1.Redefinition of vector types

Re: [Warzone-dev] Fixed using wrong rev as base when changing piedraw.c

2007-01-28 Thread The Watermelon
On 1/28/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Sonntag, 28. Januar 2007 schrieb The Watermelon: Idea is good. Some notes: - Please create patches which just comment out something. Remove it or don't remove it. We can allways revert using SVN and in the patch we see what you changed

Re: [Warzone-dev] Current problems

2007-01-26 Thread The Watermelon
On 1/26/07, Ari Johnson [EMAIL PROTECTED] wrote: I don't have time to check the bug lists, but I'm just running these by everyone in case they are Mac-only problems. This is from the latest subversion: 1. When you drag a rectangle to select multiple units, it comes up as solid yellow with the

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