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
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
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
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
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
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
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
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
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
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
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
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
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
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
should fix a missing died check when trying to copy target from friendly
structure target[0]
aitargetfix.patch
Description: Binary data
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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
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
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
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
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
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
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:
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
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
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:
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
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
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
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
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
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
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.)
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
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
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
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
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
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
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
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
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
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
Forgot to include projectile.c changes in projfix13d,fixed version:
projfix13e.patch
Description: Binary data
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this should fix out of map range problems with projectiles.Thanks to
The_Noid for the backtraces.
projfix13.patch
Description: Binary data
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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
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
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
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 :
the turret imd(any weapon) on hardpoint is missing in game with the head
rev,it worked fine in few revision
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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
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
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
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
___
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
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
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
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
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:
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
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
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
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
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
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
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
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
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
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:
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
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
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
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
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
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
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
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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