[Warzone-dev] patches again

2007-06-30 Thread vs2k5
Is anyone looking at all these patches on the ML, or should I stop 
post them?
I am just looks for patch  comments like under review, rejected, 
accepted comments?



These wait,
June 2 -Oil animation fix health bar.
June 23 -
First small patch in data.c fix 1 issue.
Submit again patch for oil health bar fix.
Next patch fix (avoid) bug #9235 (maybe others also).
Shadows for wall are not correct, but this small price to pay 
instead of crashing out of game. Code is just comment out, until 
you devs decide what best way to fix using static local vars.  I 
have no heard any response when ask.  I think it better to do this 
then crash in game when read details on #9235.
Next small patch fix Vector3i use instead of Vector3f.  Both 
parameters is Vector3f. 

June 27-Fix broken menu broken in rev 1606
June 27 -Enable Fireworks when win again
June 27-[Warzone-dev] [patch]Re: displayBufferSize DisplayBuffer 
(change Displaybuffer to GeneralBuffer, cut it from 5MB to 200K)
June 30 - fix lighting

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Re: [Warzone-dev] [patch] Make lighting work again !

2007-06-30 Thread vs2k5
On Sat, 30 Jun 2007 08:04:21 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Samstag, 30. Juni 2007 schrieb [EMAIL PROTECTED]:
 Another 1 line fix.
 This make it so game is back to original lighting. Was broken by
 Dennis, no reason give on change?  (when select unit, it strobe
 again, and when damage unit/building, it gets more dark until it
 die).

 When light=true, that make all bright, I thinks this is for 
debug
 something.
It is not a bug, but a feature.

Really, this time.
It also ain't nothing to do with debuging.
It just uses OpenGL lighting in favour of custom color 
modifications.
The change was intended.
The strobe and damage thingies just need to be adapted to 
modify the 
material of the object.


OK, but until you fix whatever, why not leave that to FALSE, so 
people can get expected visuals?

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Re: [Warzone-dev] [patch]Re: displayBufferSize DisplayBuffer ?

2007-06-28 Thread vs2k5
On Wed, 27 Jun 2007 16:00:10 -0400 [EMAIL PROTECTED] wrote:
I forgot to say, if want, you could reallocate memory when it 
detects buffer too small.

Other option is to rewrite all those functions to use local 
variables, instead of the global.  Lots of work to do this.  Not 
sure worth it?


After looking at code, best thing  to **NOT** do away with 
GeneralBuffer. (displaybuffer).
Reason is there are ~628 calls to load into this buffer.
Now we have 1 malloc, and 1 free, so that is tons less malloc/free 
calls we no have to worry about.

In hunt for memory leaks, I know now is not present in those 
routines that use this.  So no more changes to that is best until 
find other leaks.

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Re: [Warzone-dev] [patch]Re: displayBufferSize DisplayBuffer ?

2007-06-28 Thread vs2k5
On Thu, 28 Jun 2007 02:43:45 -0400 [EMAIL PROTECTED] wrote:
After looking at code, best thing  to **NOT** do away with 
GeneralBuffer. (displaybuffer).
Reason is there are ~628 calls to load into this buffer.
Now we have 1 malloc, and 1 free, so that is tons less malloc/free 

calls we no have to worry about.

In hunt for memory leaks, I know now is not present in those 
routines that use this.  So no more changes to that is best until 
find other leaks.


Should not post so late at night. ;)
I read my logs backwards.  Sorry.

GeneralBuffer is use for .gam/bjo/map/ttp files, and so on.
It *not* use for wrf/pie/vlo/slo/txt/lev files ... confusion was 
because the routine that load these resLoad() in frameresource.c 
has,
pFileBuffer = pLoadBuffer;
fileBufferSize = bufferSize;
These point to GeneralBuffer  GeneralBufferSize, **BUT** they are 
not even use!!
BOOL resLoad(const char *pResFile, SDWORD blockID,
 char *pLoadBuffer, SDWORD bufferSize)
Should be then
BOOL resLoad(const char *pResFile, SDWORD blockID)
resLoad uses own local buffer pointer, and free it when done, or we 
can change  to really use GeneralBuffer  GeneralBufferSize.

well, it late. night. :)

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[Warzone-dev] leaks patches

2007-06-28 Thread vs2k5
Looks like flex files leak, this is from run skirmish, 4p, quit as 
soon as you see base, then quit out of program.
Also script_parser.y and so on leak.
It no look like any cleanup is done.


Also, any plans to commit patches waiting on mailing list sometime 
this week?




This small sample of memory leaks:

BYTE SIZE:   72 BLOCK #  311802 FILENAME: 
...\lib\script\script_parser.y  LINE #: 3293
BYTE SIZE:   72 BLOCK #  315896 FILENAME: 
...\lib\script\script_parser.y  LINE #: 1309
BYTE SIZE:   72 BLOCK #  317020 FILENAME: 
...\lib\script\script_parser.y  LINE #: 3293
BYTE SIZE:   72 BLOCK #  317378 FILENAME: 
...\lib\script\script_parser.y  LINE #: 3293

BYTE SIZE: 2400 BLOCK #3350 FILENAME: \lib\sound\track.c
LINE #: 66
BYTE SIZE: 5632 BLOCK #  352443 FILENAME: 
\lib\ivis_opengl\piedraw.c  LINE #: 768
BYTE SIZE: 5632 BLOCK #  352451 FILENAME: 
\lib\ivis_opengl\piedraw.c  LINE #: 736
BYTE SIZE: 6173 BLOCK #  233740 FILENAME: script_lexer.lex.c
LINE #: 2761
BYTE SIZE:12596 BLOCK #  123496 FILENAME: * LINE #: 0
BYTE SIZE:16364 BLOCK #3414 FILENAME: \src\astar.c  LINE #: 
130
BYTE SIZE:16386 BLOCK #1867 FILENAME: level_lexer.lex.c 
LINE #: 1818
BYTE SIZE:16386 BLOCK #3871 FILENAME: resource_lexer.lex.c  
LINE #: 1707
BYTE SIZE:16386 BLOCK #   16015 FILENAME: audp_lexer.lex.c  
LINE #: 1731
BYTE SIZE:16386 BLOCK #   16028 FILENAME: strres_lexer.lex.c
LINE #: 1676
BYTE SIZE:16386 BLOCK #  350964 FILENAME: 
scriptvals_lexer.lex.c  LINE #: 1800
BYTE SIZE:   103901 BLOCK #  235387 FILENAME: script_lexer.lex.c
LINE #: 2761
BYTE SIZE:   103901 BLOCK #  264281 FILENAME: script_lexer.lex.c
LINE #: 2761
BYTE SIZE:   103901 BLOCK #  293175 FILENAME: script_lexer.lex.c
LINE #: 2761
BYTE SIZE:   103901 BLOCK #  322069 FILENAME: script_lexer.lex.c
LINE #: 2761

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Re: [Warzone-dev] [patch] Enable Fireworks when win again!

2007-06-27 Thread vs2k5
On Wed, 27 Jun 2007 03:22:12 -0400 Gerard Krol 
[EMAIL PROTECTED] wrote:
I just love breaking things ;)

If I remember correctly I wanted to display the statistics about 
the game (kills etc.) at the end of a multiplayer game.
It should be possible to enable fireworks again without removing 
this functionality.

The intRemoveMissionResultNoAnim might have something to do with 
an empty blue intelligence box appearing at the bottom of the 
screen when you were defeated, but I'm not sure about that.

- Gerard


I no change that with that line that was comment out.  I see that 
screen when you are defeated with stats.  Now, when win, you see 
black screen (for video I thinks), then you hit ESC, then a intel 
screen pops up with fireworks in background, then you close intel 
screen and fireworks still going off.  I no think I ever see stats 
when you win, but all I do after fireworks is select quit.

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[Warzone-dev] [patch]Re: displayBufferSize DisplayBuffer ?

2007-06-27 Thread vs2k5
On Wed, 27 Jun 2007 08:37:38 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
Well it seems that this var, DisplayBuffer, is a global var. I 
guess
implemented there as some misguided attempt at saving a few bytes 
of
memory. The problem is that this global var is so widely spread, 
that
I'm having _a_lot_ of trouble, tracking its state throughout 
program
execution. So unfortunately I cannot just rip this var out.

If you (or anyone else) has any idea of any location where the 
usage of
DisplayBuffer can, *safely*, be removed please feel free to point 
that
location out or to submit a patch.


The original DisplayBuffer was use for 3dfx, and software 
rendering, and also loading files.  PS2 is faults here, since they 
need to conserve memory.

This patch renames DisplayBuffer to GeneralBuffer, 
displaybuffersize to generalbuffersize.
The size if now 200k instead of 5MB.
Played 2 SP levels, and 2 skirmish games, with no error message 
that size is too small.  So a savings of 4.8MB :)
It will print message in logs if too small.  I no see any file in 
data directory that is over 200K though.

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Re: [Warzone-dev] [Final patch] Patch to fix player name PICK name.

2007-06-26 Thread vs2k5
On Tue, 26 Jun 2007 09:55:17 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
Giel van Schijndel schreef:
 [EMAIL PROTECTED] schreef:
   
 Sorry, I no know that physfs no auto convert /  \.  I use 
 PHYSFS_getDirSeparator() now.

 This patch fix problem for linux. (tested)
 ***DELETE ALL *.sta in multiplay\players !!
 on windows, it is in profile directory dir for warzone.
 on linux it is ~/.warzone I thinks it was.
   
 
 Firstly you use PHYSFS_addToSearchPath, you simply shouldn't 
touch any
 part of the search path after initialization.

 Then there are some other problems with this patch one of them 
being
 that it won't work with any other files than the .sta files 
(and this
 function is meant to work with more). Also it assumes that all
 directories always only contain the correct files (i.e.
 multiplay/players is _always_ expected to contain *.sta files 
only,
 which is a dangerous assumption.

 Anyway apart from that this patch did inspire me to rewrite this
 function entirely myself. So thanks for pointing out the 
problem.
   
PS Looking at your patch I'm getting to think that you somehow 
where
reluctant to change the function's declaration/signature (i.e. the 
list
of arguments + return value type). If you think it might be better 
to
change the function's signature then just do so a next time.

Yes, I rather change function, but I no know if it is OK or not.
I also know about only thinking of *.sta files in that directory.  
I try to do search of *.sta, but it never works for me, so in end, 
I just said players directory.
Original for windows did only check *.sta, this also why I left the 
correct me comments, since I no not how to do *.sta when I try.

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Re: [Warzone-dev] Patch fixes

2007-06-26 Thread vs2k5
Any response to these patches?

When apply patch to fix bug #9235 (below), you see, multiple runs 
of game will show a huge memory leak.  Looking at windows task 
manager while game is running, and quit out of skirmish (or mp 
game), then again run, and quit, and run, I see that all memory in 
system is used up, and page file is over 1GB in size until quit 
game.


On Sat, 23 Jun 2007 17:21:30 -0400 vs2k5 wrote:
First small patch in data.c fix 1 issue.
Submit again patch for oil health bar fix.
Next patch fix (avoid) bug #9235 (maybe others also).
Shadows for wall are not correct, but this small price to pay 
instead of crashing out of game. Code is just comment out, until 
you devs decide what best way to fix using static local vars.  I 
have no heard any response when ask.  I think it better to do this 

then crash in game when read details on #9235.
Next small patch fix Vector3i use instead of Vector3f.  Both 
parameters is Vector3f. 





Index: data.c
===

--- data.c (revision 1591)
+++ data.c (working copy)
@@ -932,8 +932,10 @@
   }
   if (Tpage-Palette != NULL)
   free(Tpage-Palette);
+   
 
   free(Tpage);
+  Tpage=NULL;
 }
 
 
Index: display3d.c
===

--- display3d.c(revision 1591)
+++ display3d.c(working copy)
@@ -1522,7 +1522,8 @@
   psComp-orientation.y = vecRot.y;
   psComp-orientation.z = vecRot.z;
 
-  renderAnimComponent( psComp );
+  bucketAddTypeToList( RENDER_ANIMATION, psComp );//This 
needed 
to correctly draw ANIM frame.
+//renderAnimComponent( psComp );//we no want to draw base 
on 
position!
   }
   }
 }
@@ -2430,9 +2431,9 @@
   UDWORD  buildingBrightness, specular;
   // HACK to be able to use static shadows for walls
   // We just store a separate IMD for each direction
   static iIMDShape otherDirections[3];
   static BOOL directionSet[3] = {FALSE, FALSE, FALSE};
-  iIMDShape *originalDirection;
+  iIMDShape *originalDirection=NULL;
 
 
   if(psStructure-visible[selectedPlayer] || godMode || 
demoGetStatus())
@@ -2533,6 +2534,7 @@
   temp = imd-points;
 
   // now check if we need to apply the wall hack
+/*
   if ( psStructure-direction  0  psStructure-pStructureType-
type == REF_WALL )
   {
   // switch them
@@ -2546,7 +2548,7 @@
   directionSet[(int)psStructure-direction / 90 - 
 1] = TRUE;
   }
   }
-
+*/
   flattenImd(imd, structX, structY, psStructure-direction );
 
   /* Actually render it */
@@ -3984,7 +3986,7 @@
   ASSERT( imd-npoints  iV_IMD_MAX_POINTS, flattenImd: too many 
points in the PIE to flatten it );
 
   /* Get a copy of the points */
-  memcpy(alteredPoints, imd-points, imd-npoints * 
sizeof(Vector3i));
+  memcpy(alteredPoints, imd-points, imd-npoints * 
sizeof(Vector3f));//was Vector3i
 
   /* Get the height of the centre point for reference */
   centreHeight = map_Height(structX,structY);


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Re: [Warzone-dev] displayBufferSize DisplayBuffer ?

2007-06-26 Thread vs2k5
On Tue, 26 Jun 2007 18:33:44 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
 Should not memory be H*W*color depth ?
 Example 1024x768x4(RGBA) = 3145728, but game does 
 1024x768x2=1572864.
 If have 1600x1200x4, then that is 7.68MB, but game has 3.84MB .
 Even with 1600x1200x3 (RGB) = 5.76MB. 

 The confuse part  is DisplayBuffer is used to load wrf, .gam and 

 other file types.  What has this to do with what your resolution 
is?
 SDL does correct calculation for screen space, so I no 
understand 
 this?
   
You most likely discovered badly written code. Without a 
file:linenumber
we can't see for ourselves though (and more importantly can't do 
much
about it). So if you could point out where this is, I'd appreciate 
that.

As for the display depth. Depending on what piece of code you're 
looking
at, it ought to be either RGB or RGBA, so 3 could be a valid value 
just
as well.

Anyway, as of now I should have been in bed already. So I'll look 
into
the specifics somewhere tomorrow.  

allocate here,
init.c(959):displayBufferSize = 
pie_GetVideoBufferWidth()*pie_GetVideoBufferHeight()*2;

and now show strange loads into this DisplayBuffer ,
src\game.c(1374):   pFileData = DisplayBuffer; (loads up the .gam 
file)

src\game.c(1465): pFileData = DisplayBuffer;  (use here to load 
savegame file)

src\game.c(11305):  pFileData = DisplayBuffer; (use here to load 
script file)

and this strange stuff goes on...

I think this buffer should be rename to GeneralBuffer.
I still no see how that 500 value or video resolution plays 
role yet.
Last I check, no wrf file or any file in wz over 1MB.  Maybe for 
safety, but that is too much safe.

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Re: [Warzone-dev] [patch] Re: [bug #9396] multiplayer set-up screen: player name is borked

2007-06-25 Thread vs2k5
On Mon, 25 Jun 2007 18:11:08 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
 On Mon, 25 Jun 2007 15:39:09 -0400 [EMAIL PROTECTED] wrote:
   
 For old game, when click flag next to player name, did it ever 
show list player names??
 
 I make patch for this on list now.
   
Maybe you'd be so kind to attach them as files rather than dumping 
them
in the rest of the text, it's easier to work with patches when 
they're
files.

OK
Both patch attach.

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Re: [Warzone-dev] Patch to fix player name PICK.

2007-06-25 Thread vs2k5

This patch make slight change to remove #ifdef WIN32 on a var, so 
it compile OK on linux now.

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Re: [Warzone-dev] MSVC broken on ... STATIC_ASSERT ?

2007-06-24 Thread vs2k5
On Sun, 24 Jun 2007 17:16:00 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Sonntag, 24. Juni 2007 schrieb [EMAIL PROTECTED]:
 Error49  error C2143: syntax error : missing ';' before 'type'
 \src\multibot.c  1158
 Error50  error C2061: syntax error : identifier 
'sendRequestDroid'
 src\multibot.c   1225
 Error51  error C2059: syntax error : ';' \src\multibot.c 1225
 Error52  error C2059: syntax error : 'type'  \src\multibot.c 
 1225


 STATIC_ASSERT(sizeof(id) == sizeof(pD-id));
Please check whether this version works:
#define STATIC_ASSERT( expr ) \
  do { enum { assert_static__ = 1/(expr) }; } while(0)

Yes, it now compile OK with that change.

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[Warzone-dev] Shadow code cause crashes.

2007-06-21 Thread vs2k5
When gerard change shadow code, he do,
in display3d.c
// HACK to be able to use static shadows for walls
// We just store a separate IMD for each direction
static iIMDShape otherDirections[3];
static BOOL directionSet[3] = {FALSE, FALSE, FALSE};


Very bad to use static here, since on multiple runs of games, these 
vars retain old game values, and when try to access, it cause 
access error, since memory was free, but static vars never clear so 
it no know this.  This why crash bug #9235.

Same true for other static vars in other functions that use malloc 
but never use free, and also have same problem as above.

How fix best way?  Change to global, and then on one cleanup stage, 
clear these?

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[Warzone-dev] [patch] crash fix for track.c

2007-06-18 Thread vs2k5
Got memory free twice.

Index: track.c
===
--- track.c (revision 1523)
+++ track.c (working copy)
@@ -160,6 +160,7 @@
 
sound_FreeTrack( psTrack );
free( psTrack );
+   psTrack=NULL;
 }
 
 //*

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Re: [Warzone-dev] Memory design problems.

2007-06-16 Thread vs2k5
On Sat, 16 Jun 2007 08:26:25 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Samstag, 16. Juni 2007 schrieb [EMAIL PROTECTED]:
 On Fri, 15 Jun 2007 14:35:08 -0400 Giel van Schijndel

 [EMAIL PROTECTED] wrote:
 [EMAIL PROTECTED] schreef:
  They do keep track of all objects in treap, and the macro 
remove
 
 of
 
  ,
  #define PTRVALID(ptr, size)   memPointerValid(ptr, size)
  did this work for us.
 
  Replace PTRVALID() with if(ptr)||==NULL) checks  is not same
 
 thing
 
  what original does!
 
 Did you actually check the r990 diff before you pressed the 
send
 button
 in your mail client?
 
http://svn.gna.org/viewcvs/warzone/trunk/lib/framework/mem.h?rev=9
9
 
0view=diffr1=990r2=989p1=trunk/lib/framework/mem.hp2=/trunk/l
i
 b/framework/mem.h

 Yes.  This is debug builds.  How else to find problems?  You 
debug
 in release mode?
How shall debugmode PTRVALID help avoid crashes in release builds?

They will no help in release build, they not meant to. This why I 
say debug builds it help.  I am trying to find memory bugs in debug 
builds, since we know what values are for wrong pointers.   If find 
errors in debug builds, then you will no see crash in release 
builds.  They have uninit, dangling, and corruption checks.

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Re: [Warzone-dev] Memory design problems.

2007-06-15 Thread vs2k5
On Wed, 13 Jun 2007 18:13:44 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
Dennis Schridde schreef:
 There must have been some special assumption on Pumpkins heap 
implementation 
 which magically prevented eternal doom. Till now no one found 
out how it 
 worked that wonder.
   
I've got a very good clue on how that heap thingy worked in 
preventing
segmentation faults. Since a HEAP_FREE never actually released the
memory back to the OS or to the malloc/free implementation we 
simply
where never punished (by segfaults) if we _did_ access dangling 
pointers
anyway. Now that we do use mallocfree however memory is much more
volatile (since all memory is now allocated from one pool rather 
than
several dedicated pools), which makes memory to which dangling 
pointers
point more likely to change in value, and thus become invalid to
whatever function uses it. Keep in mind though that with both the 
heap
system as well as malloc/free the pointers where _wrong_, it's 
just that
now we are able to actually debug them, and feel the pain 
resulting from
lots of years where debugging wasn't performed.

I no think you right.  It was correct, it was designs this way.  
In rev 990  muggenhor, removes checks for invalid pointers.  Why?
They do keep track of all objects in treap, and the macro remove of 
,
#define PTRVALID(ptr, size) memPointerValid(ptr, size) 
did this work for us.

Replace PTRVALID() with if(ptr)||==NULL) checks  is not same thing 
what original does!
Original will call memPointerValid(ptr, size).
This then check if the block is in the treap. If yes, then IS valid 
pointer/object.  If no, then object is NO valid, returns FALSE, 
calling routine returns back without doing anything.  Now Crash in 
our cases, since pointer/object is NO NULL, which is the new check, 
so this is wrong.

I debug full missions that crash on current (see bugs reports), and 
compare back to berlios versions.  I then set breakpoints at code 
where current crash, and check pointers.  I see 'invalids' 
pointers, and game deals with them as program to.  This why I say 
just because you no like this design of original, no make it wrong? 
 It worked for them fine did it not?

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Re: [Warzone-dev] Memory design problems.

2007-06-15 Thread vs2k5
On Fri, 15 Jun 2007 14:35:08 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:

 They do keep track of all objects in treap, and the macro remove 
of 
 ,
 #define PTRVALID(ptr, size)  memPointerValid(ptr, size) 
 did this work for us.

 Replace PTRVALID() with if(ptr)||==NULL) checks  is not same 
thing 
 what original does!
   
Did you actually check the r990 diff before you pressed the send 
button
in your mail client?
http://svn.gna.org/viewcvs/warzone/trunk/lib/framework/mem.h?rev=99
0view=diffr1=990r2=989p1=trunk/lib/framework/mem.hp2=/trunk/li
b/framework/mem.h

Yes.  This is debug builds.  How else to find problems?  You debug 
in release mode?



The PTRVALID macro was ptr != NULL in r985:989.
See this:
 #define PTRVALID(ptr, size) (ptr != NULL)
So all I did there was expanding the PTRVALID macro (to increase
readability).

As you can see, this PTRVALID macro only actually did anything 
when
compiled in debugging mode. Therefore saying it was correctly 
designed
and that removing the PTRVALID macro invalidated the correct 
system is
wrong.

? We try to find dangling pointers, and other memory issues.  They 
have debug system in code already just for these errors.   So it 
was correct  code they have for debug builds to find problems.


 just because you no like this design of original, no make it 
wrong? 
  It worked for them fine did it not?
   
No I don't like how the memory management for Warzone is designed. 
And
sticking with this because it worked for them is a fallacy (look 
it,
i.e. fallacy, up on wikipedia if you like).

Fallacy = flaw ?  I am no say stick with it.  I am say that we 
insert it back in to help debug problems we have now, so to see 
where things go wrong.
The checks they had did catch most errors for them,  now we need 
same help to detect these errors.  As I say before, efence/valgrind 
no really help, unless you know better how to use them?  If yes, 
share with rest so we can fix this?

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Re: [Warzone-dev] Patch for tex.c

2007-06-13 Thread vs2k5
On Wed, 13 Jun 2007 16:54:33 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
Dennis Schridde schreef:
 Index: tex.c
 
===

 --- tex.c   (revision 1494)
 +++ tex.c   (working copy)
 @@ -264,7 +264,7 @@

  void iV_unloadImage(iV_Image *image)
  {
 -   if (image)
 +   if (image-bmp)
 {
 free(image-bmp);
 image-bmp = NULL;
 
 The idea of this if was probably to check whether we got passed 
a NULL 
 pointer, not to check whether bmp was allready freed.
 I don't know what ISO-C says, but I would guess that it is legal 
to call free 
 on a NULL pointer... Am I wrong about this?
   
free(NULL) is very much legal yes. It should be similar to a no-
op. If
image is NULL however, then you're dereferencing a NULL pointer to
receive the bmp pointer, which is _not_ legal.


The game crash on that line, free(image-bmp).
Since it set to NULL after 1st free call, we can then assume that 
image pointer is wrong/corrupted.
So then fix is to find where image is free, and make sure is set to 
NULL?

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Re: [Warzone-dev] Memory design problems.

2007-06-13 Thread vs2k5
On Wed, 13 Jun 2007 14:16:26 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Mittwoch, 13. Juni 2007 schrieb [EMAIL PROTECTED]:
 On Mon, 11 Jun 2007 16:45:58 -0400 Dennis Schridde
 Valgrind should help... Will try on the weekend.
 
 You apparently dove deep into the code and found several places
 where
 unitialised memory comes from or pointers are not set to NULL.
 Maybe you can
 create a list? (variablename, file, line)

 Create list of all variables that crash on?
 It looks to me this is most for droids. (target/sound/and so )
 I think, could be best is when droid is made, put this into 
global
 (linked list?) list.  Then on droid dead, we clear entry in 
list.
 Then before all calls that have to use droid data, we check if
 match on global list.  If yes, then continue.  If no, then abort
 out of routine.This list may be, 300 units (max?) for each
 player.

 I thinks this will works OK.  Maybe have to do this for all 
other
 types units/buildings also?
I am not sure whether I understood you correctly, in case you want 

an alive-list with all droids being alive and before using any 
pointer, 
walk the list to see whether it is in that list, is maybe a good 
idea, and 
maybe not.

Our thoughts about this on IRC were as follows:
- Walking a long list with all units in it is slooow. Walking this 
list before 
dereferencing any pointer is possibly even slower.
- Dead-lists (prune-lists, as they are called in WZ according to 
Per) are 
probably better to walk, because they usually are shorter.
- Refcounting is probably even better.
- Fully ID based system is another option, but maybe too slow. It 
could be 
speed up by caching the pointer in case you can ensure that you 
don't 
destroy the droid while the function (...) runs. This needs some 
work of the 
user (of the ID system), though.

Another option is use heap again.

I am no sure what is best.  If we walk list, 300 is not too bad 
list to walk.  Max players is 8, so 2400 is max list size.  
(live/about to die, and no in list, then it is dead)

How does bullets/missiles work in game?  Does it keep track in list 
someplace?
I will try see more info how berlios version works.

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Re: [Warzone-dev] Patch for tex.c

2007-06-13 Thread vs2k5
On Wed, 13 Jun 2007 17:31:17 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Mittwoch, 13. Juni 2007 schrieb [EMAIL PROTECTED]:
 The game crash on that line, free(image-bmp).
 Since it set to NULL after 1st free call, we can then assume 
that
 image pointer is wrong/corrupted.
 So then fix is to find where image is free, and make sure is set 
to
 NULL?
So the problem is not that image-bmp is already freed, but that 
image was 
freed somewhere before we want to free image-bmp?
That's ugly and should be fixed, instead of checking for bmp being 
null...

Can you please provide a backtrace or tell us who tried to unload 
an image 
twice?

Besides that:
frameresource.c:667 might be the cause and should be investigated.

Yes, next time crash @ that point, I will post stack dump.

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Re: [Warzone-dev] Memory design problems.

2007-06-12 Thread vs2k5
On Mon, 11 Jun 2007 16:45:58 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Montag, 11. Juni 2007 schrieb [EMAIL PROTECTED]:
 I now trace back many problems now with warzone.  It all  
because
 of switch from MALLOC/FREE, and HEAP usage to malloc/free, as I 
try
 to say before.

 I finds that most all crashes I find is because of this, and 
also
 most all crashes in games both SP and MP is because of this 
changes.

 The game use HEAP, and would always do memset to clear out
 everything.  The game was design this way.  I thinks PS2 is main
 reasons for this, to save many calls, and footprint of code 
size.

 With change to malloc/free no HEAP,  then we have dangling 
pointers
 (0x) use.  We also have many uninit (0xcdcdcdcd) use.

 From svn 1100, reverts back to this.  Now do as in bug 9235, 
and

 9233 no happen.  Others bugs also no happen.  Then update to 
next
 version, and now happens all time you try.

 Way to part fix is to go through all code and do as I say 
before.
 We still have problems of copy of structures, since one area may 
be
 clear and fall out of scope, but copy still here, and when try 
to
 access, it crash.  This what seem to happen in 9235  9233, and
 others.
 When game before use HEAP, when clear everything in HEAP was 
clear
 to NULL.  This how they reset game elements for many things.

 Very hard to find memory bugs now.  We gots stack trace, but 
this
 no show where original 0x/0xcdcdcdcd happens.  Is any 
tools
 to help this?  I no have $1300 for Rational PurifyPlus, which is
 mades to find this.  Anything on linux?  I try efence/valgrind, 
and
 it no help really.
Valgrind should help... Will try on the weekend.

You apparently dove deep into the code and found several places 
where 
unitialised memory comes from or pointers are not set to NULL. 
Maybe you can 
create a list? (variablename, file, line)

Create list of all variables that crash on?
It looks to me this is most for droids. (target/sound/and so )  
I think, could be best is when droid is made, put this into global 
(linked list?) list.  Then on droid dead, we clear entry in list.   
Then before all calls that have to use droid data, we check if 
match on global list.  If yes, then continue.  If no, then abort 
out of routine.This list may be, 300 units (max?) for each 
player. 

I thinks this will works OK.  Maybe have to do this for all other 
types units/buildings also?

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[Warzone-dev] Memory design problems.

2007-06-10 Thread vs2k5
I now trace back many problems now with warzone.  It all  because 
of switch from MALLOC/FREE, and HEAP usage to malloc/free, as I try 
to say before.

I finds that most all crashes I find is because of this, and also 
most all crashes in games both SP and MP is because of this changes.

The game use HEAP, and would always do memset to clear out 
everything.  The game was design this way.  I thinks PS2 is main 
reasons for this, to save many calls, and footprint of code size.

With change to malloc/free no HEAP,  then we have dangling pointers 
(0x) use.  We also have many uninit (0xcdcdcdcd) use.

From svn 1100, reverts back to this.  Now do as in bug 9235, and 
9233 no happen.  Others bugs also no happen.  Then update to next 
version, and now happens all time you try.

Way to part fix is to go through all code and do as I say before.  
We still have problems of copy of structures, since one area may be 
clear and fall out of scope, but copy still here, and when try to 
access, it crash.  This what seem to happen in 9235  9233, and 
others.
When game before use HEAP, when clear everything in HEAP was clear 
to NULL.  This how they reset game elements for many things.

Very hard to find memory bugs now.  We gots stack trace, but this 
no show where original 0x/0xcdcdcdcd happens.  Is any tools 
to help this?  I no have $1300 for Rational PurifyPlus, which is 
mades to find this.  Anything on linux?  I try efence/valgrind, and 
it no help really.

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[Warzone-dev] Patch for droid.c to fix MSVC issue

2007-06-08 Thread vs2k5
Index: droid.c
===
--- droid.c (revision 1482)
+++ droid.c (working copy)
@@ -231,10 +231,11 @@
// If the shell penetrated the armour work out how much damage it 
actually did
if (damage  armour)
{
+   // Retrieve highest, applicable, experience level
+   unsigned int level = getDroidLevel(psDroid);
actualDamage = damage - armour;
 
-   // Retrieve highest, applicable, experience level
-   unsigned int level = getDroidLevel(psDroid);
+
{
unsigned int cmdLevel = cmdGetCommanderLevel(psDroid);
level = MAX(level, cmdLevel);

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[Warzone-dev] Fix for not defined macros with aclocal

2007-06-07 Thread vs2k5
Here is output, fix was to do, gettextize -f

Then ./autogen.sh works.

I post here to help anyone else that has this error to make WZ.
This is Ubuntu 7.04.  I do not know if make difference or not.

-
../autogen.sh 
+ checking for xgettext = 0.15 ... found 0.16.1, ok.
+ checking for msgfmt = 0.15 ... found 0.16.1, ok.
+ checking for autoconf = 2.56 ... found 2.61, ok.
+ checking for automake = 1.8 ... found 1.8.5, ok.
+ checking for bison = 1.31 ... found 2.3, ok.
+ checking for flex = 2.4.2 ... found 2.5.33, ok.
+ running aclocal ...
aclocal: macro `AM_MKINSTALLDIRS' required but not defined
aclocal: macro `bh_C_SIGNED' required but not defined
aclocal: macro `gt_HEADER_INTTYPES_H' required but not defined

aclocal failed - check that all needed development files are 
present on system
[EMAIL PROTECTED]:~/wz_src/warzone$ gettextize
gettextize: *** po/Makefile.in.in exists: use option -f if you 
really want to delete it.
gettextize: *** Stop.
[EMAIL PROTECTED]:~/wz_src/warzone$ gettextize -f
Copying file ABOUT-NLS
Copying file config.rpath
Not copying intl/ directory.
Copying file po/Makefile.in.in
Copying file po/Makevars.template
Copying file po/Rules-quot
Copying file po/boldquot.sed
Copying file po/[EMAIL PROTECTED]
Copying file po/[EMAIL PROTECTED]
Copying file po/insert-header.sin
Copying file po/quot.sed
Copying file po/remove-potcdate.sin
Adding an entry to po/ChangeLog (backup is in po/ChangeLog~)
Copying file m4/gettext.m4
Copying file m4/iconv.m4
Copying file m4/lib-ld.m4
Copying file m4/lib-link.m4
Copying file m4/lib-prefix.m4
Copying file m4/nls.m4
Copying file m4/po.m4
Copying file m4/progtest.m4
Copying file m4/codeset.m4
Copying file m4/glibc2.m4
Copying file m4/glibc21.m4
Copying file m4/intdiv0.m4
Copying file m4/intl.m4
Copying file m4/intldir.m4
Copying file m4/intmax.m4
Copying file m4/inttypes_h.m4
Copying file m4/inttypes-pri.m4
Copying file m4/lcmessage.m4
Copying file m4/lock.m4
Copying file m4/longdouble.m4
Copying file m4/longlong.m4
Copying file m4/printf-posix.m4
Copying file m4/size_max.m4
Copying file m4/stdint_h.m4
Copying file m4/uintmax_t.m4
Copying file m4/ulonglong.m4
Copying file m4/visibility.m4
Copying file m4/wchar_t.m4
Copying file m4/wint_t.m4
Copying file m4/xsize.m4
Adding an entry to ChangeLog (backup is in ChangeLog~)

Please run 'aclocal -I m4' to regenerate the aclocal.m4 file.
You need aclocal from GNU automake 1.8 (or newer) to do this.
Then run 'autoconf' to regenerate the configure file.

You will also need config.guess and config.sub, which you can get 
from the CVS
of the 'config' project at http://savannah.gnu.org/. The commands 
to fetch them
are
$ wget 'http://savannah.gnu.org/cgi-
bin/viewcvs/*checkout*/config/config/config.guess'
$ wget 'http://savannah.gnu.org/cgi-
bin/viewcvs/*checkout*/config/config/config.sub'

You might also want to copy the convenience header file gettext.h
from the /usr/share/gettext directory into your package.
It is a wrapper around libintl.h that implements the configure --
disable-nls
option.

Press Return to acknowledge the previous three paragraphs.

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[Warzone-dev] autogen.sh error?

2007-06-06 Thread vs2k5
What is missing?

../autogen.sh
+ checking for xgettext = 0.15 ... found 0.16.1, ok.
+ checking for msgfmt = 0.15 ... found 0.16.1, ok.
+ checking for autoconf = 2.56 ... found 2.61, ok.
+ checking for automake = 1.8 ... found 1.8.5, ok.
+ checking for bison = 1.31 ... found 2.3, ok.
+ checking for flex = 2.4.2 ... found 2.5.33, ok.
+ running aclocal ...
aclocal: macro `AM_MKINSTALLDIRS' required but not defined
aclocal: macro `bh_C_SIGNED' required but not defined
aclocal: macro `gt_HEADER_INTTYPES_H' required but not defined

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[Warzone-dev] Patch for .vcproj file broke in 1462

2007-06-05 Thread vs2k5
Index: Warzone2100.vcproj
===
--- Warzone2100.vcproj  (revision 1467)
+++ Warzone2100.vcproj  (working copy)
@@ -223,7 +223,6 @@

RelativePath=..\lib\framework\frameresource.c

/File
-   /File
File
RelativePath=..\lib\framework\input.c

@@ -1357,7 +1356,6 @@
RelativePath=..\src\hci.h

/File
-   /File
File
RelativePath=..\lib\ivis_common\imd.h


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Re: [Warzone-dev] Add back CPU delays? +patch?

2007-06-05 Thread vs2k5
On Tue, 05 Jun 2007 18:21:43 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
 Hmm. I like easy approach, which would be, as before.
 When paused, game loops through this over and over, so it is one 
big
 busy loop.  So you still need a delay to fix.
 Why go make complex code, when add 1 call fix issue?  This only 
hits
 when user paused.
The point here is: adding 1 call a thousand times (yes that 
number is
very much exaggerated) isn't a simple solution anymore. So when 
you find
a place where WZ hogs the CPU too much. Simply adding an SDL_Delay 
call,
without considering why the other SDL_Delay call(s) present don't 
do
their job in the first place, is plainly stupid (IMO).
Or in other words: don't fight the symptoms but the cause of 
them.

I explain, and you still think it stupid?  Maybe I explain this way.
There is only 1 SDL_delay call now.  That is in main game loop.
This suppose to only run 60 (defaults) times per second. So the one 
and only SDL_delay call will never have ANY effect on 2nd loop.
It still is calling 2nd loop 60 calls per second to a busy loop, 
(when pause is ACTIVE), it should free up CPU time, not run full 
speed. 
Yes, I know another way to fix this, but adding SDL_Delay() is easy 
way to fix this CPU HOGGING ACTION.
Understand now?  No reason to NOT free CPU up when pause is ACTIVE.

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Re: [Warzone-dev] Add back CPU delays? +patch?

2007-06-05 Thread vs2k5
On Tue, 05 Jun 2007 19:50:04 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
 So the one 
 and only SDL_delay call will never have ANY effect on 2nd loop.
 
This really is the most important info you've given by now. This
explains where the problem is, know if only we knew what you mean 
with
2nd loop, we can look at the problem ourselves.

I show patch, maybe it lost.  In loop.c, where I add the removed 
SDL_Delay().  That is 2nd loop I was talk about.  
Main game loop is one with the only SDL_Delay().

 Yes, I know another way to fix this, but ...
 
Please elaborate on that, rather than this one call SDL_Delay
solution. It most likely is more interesting.

You could just do framerate=1; then on resume framerate = default.
But for other reasons, this not best.  Pointer will be too slow now.

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Re: [Warzone-dev] [Warzone-commits] r1440 - in /trunk: lib/netplay/netplay.h src/cmddroid.c src/cmddroid.h src/droid.c

2007-06-04 Thread vs2k5
On Mon, 04 Jun 2007 13:18:21 -0400 Ari Johnson 
[EMAIL PROTECTED] wrote:
On 6/4/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Now please tell me. Why should we at all want to have that size
 guarantee in any non-networking, non-file code ? I think we 
don't need
 it anywhere in those portions of code, so would really vote for 
using a
 plain `int` instead and leave the compiler a bit more freedom 
for
 optimizations, etc.

Like I said originally, as long as you are very careful when you 
deal
with file or networking code, it doesn't matter to me.  However, 
what
I have seen in the past is a lot of carelessness on variable types
that eventually get read from or written to the disk.  (I still
haven't looked at the networking code but I'm sure it's just as 
much
of a mess.)  Using the same size variables in the non-
file/networking
code to represent data that gets put on disk or the network also 
has
the advantages of catching issues earlier and documenting the size 
of
the data on disk or the network more clearly.

Basically, the we'll worry about it when it's on disk or the 
network
attitude has been the cause of enough problems to make me wary of
anyone who holds it.


I have to agree, only if 100% positive that this 'int' will not 
come later to think that it should be int32_t instead.   If you 
wants network code, file save code, and other code to be 100% 
compatable, between all machines and compilers, then only option is 
to specify size exact on how it should be.

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Re: [Warzone-dev] Oil anim fix patch

2007-06-04 Thread vs2k5
On Mon, 04 Jun 2007 03:11:04 -0400 Gerard Krol 
[EMAIL PROTECTED] wrote:
My intention was Now only transparent objects are rendered by the 
bucket sort. (as it doesn't have any benefit for solid ones)
The moving health bar was a side effect which I didn't notice. 
Again rendering animated components using the bucket sort is not 
what we want.

I would suggest fixing renderAnimComponent so that it doesn't have 
this side-effect.
(maybe pushing/popping the transform matrix)

- Gerard

I no think you can do simple push/pop, that is not how routine 
works.  Much easier to just use, as original code intend, the 
bucketAddTypeToList( ) so they can be draw in right order.  Then no 
need to add push/pop  specific code to handle this when that call 
does work for us.  If not broke, no fix right?

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[Warzone-dev] Add back CPU delays?

2007-06-04 Thread vs2k5
As is now, WZ eats all CPU time.  Even when pause.
Can we add the removed SDL_Delay() calls that were take out?

Friends can no longer play on laptop very long because of this.

This is release builds.

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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 06:55:31 -0400 Per Inge Mathisen 
[EMAIL PROTECTED] wrote:
On 6/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 For all the asserts, is root cause error in grammar files Or is
 code problem?
 All .l  .y files change from original,  so is there a way to 
check
 these files for problems?  Someone explain better those asserts?

Which asserts?

  - Per


The ones I include in original message.
line 958 in interp.c  1080 in event.c.  Those are ones that makes 
game unplayable in debugger, since you must hit ignore all the time.


error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
error   : Original event ID: 67 (of 114)
error   : Current event ID: 51 (of 114)
error   : Call depth : 1
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
(FALSE), last script event: 'buildTruck'
error   : eventFireCallbackTrigger: event initialisedEvent: code 
failed
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\event.c:1080 : 
eventFireCallbackTrigger (FALSE), last script event: 'buildTruck'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
error   : Original event ID: 67 (of 114)
error   : Current event ID: 51 (of 114)
error   : Call depth : 1

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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 14:35:36 -0400 Roman [EMAIL PROTECTED] wrote:
vs2k5 wrote:
 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1
 error   : interpRunScript: error while executing a script
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
 (FALSE), last script event: 'buildTruck'
 error   : eventFireCallbackTrigger: event initialisedEvent: code 

 failed
 error   : Assert in Warzone: 
 f:\warzone_src\gna\lib\script\event.c:1080 : 
 eventFireCallbackTrigger (FALSE), last script event: 
'buildTruck'
 error   : interpRunScript: jump out of range
 error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
 error   : Original event ID: 67 (of 114)
 error   : Current event ID: 51 (of 114)
 error   : Call depth : 1


I just made a game with 1.10 AI and can't confirm it so far.


Did you run game from MSVC debugger?  I think you said that you use 
MSVC?

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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 15:01:30 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Sonntag, 3. Juni 2007 schrieb [EMAIL PROTECTED]:
 On Sun, 03 Jun 2007 14:54:26 -0400 Roman [EMAIL PROTECTED] 
wrote:
  On Sun, 03 Jun 2007 14:35:36 -0400 Roman [EMAIL PROTECTED]
 
 wrote:
 vs2k5 wrote:
  error   : interpRunScript: jump out of range
  error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
  error   : Original event ID: 67 (of 114)
  error   : Current event ID: 51 (of 114)
  error   : Call depth : 1
  error   : interpRunScript: error while executing a script
  error   : Assert in Warzone:
  f:\warzone_src\gna\lib\script\interp.c:958 : 
interpRunScript
  (FALSE), last script event: 'buildTruck'
  error   : eventFireCallbackTrigger: event initialisedEvent:
 
 code
 
  failed
  error   : Assert in Warzone:
  f:\warzone_src\gna\lib\script\event.c:1080 :
  eventFireCallbackTrigger (FALSE), last script event:
 
 'buildTruck'
 
  error   : interpRunScript: jump out of range
  error   : interpRunScript: *** ERROR EXIT *** (CurEvent=51)
  error   : Original event ID: 67 (of 114)
  error   : Current event ID: 51 (of 114)
  error   : Call depth : 1
 
 I just made a game with 1.10 AI and can't confirm it so far.
 
  Did you run game from MSVC debugger?  I think you said that 
you
 
 use
 
  MSVC?
 
 Yes, I use MSVC in debug mode.
 
 --

 Ok, here is how I do it.
 Run warzone from debug menu.
 Pick multiplayer.
 Then skirmish.
 Then leave everything as is. (default map, and everything else)
 When game loads up, 1 assert.
 Then while in game, those 2 asserts always show up when move 
screen
 around.
 I can replicate this 100% time.
I can not confirm this. I can play for several minutes without one 
assert.

Here is video of issue.
http://www.sendspace.com/file/xl4ije

It is abouts 7MB in size.  Quality not best, but it too big if I go 
high quality.

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Re: [Warzone-dev] [Warzone-commits] r1440 - in /trunk: lib/netplay/netplay.h src/cmddroid.c src/cmddroid.h src/droid.c

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 15:03:14 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Sonntag, 3. Juni 2007 schrieb Ari Johnson:
 On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
  Author: muggenhor
  Date: Sun Jun  3 17:51:56 2007
  New Revision: 1440
 
  URL: http://svn.gna.org/viewcvs/warzone?rev=1440view=rev
  Log:
   * turn some usages of WinAPI types (*WORD) into their native 
C
  counterparts (e.g. int, unsigned int, etc.)

 Are you sure about that?  Int and unsigned int vary in size
 according to the ABI.  It is far better to use integers of a 
known
 size that will not change according to the system you are on.
 uint32_t and int32_t, for instance.
As long as you stay on the same system that should not matter, 
should it?
Eg. if that int never reaches the borders of your system (via 
file or 
network), then it should be perfectly legal to use them...

--Dennis

It would be much safer to use u/int32_t, since nobody knows all 
functions that are use by network code.  Then all 32 vs 64bit 
systems may have problems later on.

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Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread vs2k5
On Sun, 03 Jun 2007 17:14:51 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
I can't reproduce this either.

Vs25k: when you clean build and complie, do you first manually 
delete all
the the .h and c. script parser files in the win32 directory?
Maybe you have stale lexer libraries


Yes, I do this.  I also do clean.

Last thing I think is ask someone to zip/rar/7z all .l  .y 
bison/flex output files, so I can compare.
Maybe it is bison/flex program cause error?

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Re: [Warzone-dev] Oil anim fix patch

2007-06-02 Thread vs2k5
On Sat, 02 Jun 2007 08:07:00 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Samstag, 2. Juni 2007 schrieb [EMAIL PROTECTED]:
 I guess even stupid people can fix things? :(
Did someone say that?

--Dennis
Yes, as pointed out by my friend who is on irc channel. :(

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Re: [Warzone-dev] Oil anim fix patch

2007-06-02 Thread vs2k5
On Sat, 02 Jun 2007 15:06:01 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Samstag, 2. Juni 2007 schrieb [EMAIL PROTECTED]:
 Yes, as pointed out by my friend who is on irc channel. :(
In case you are refering to my talk with Giel:
It was not about you being stupid in any way.
You, just as other people incl. me do at times, asked about 
something which 
was discussed long before and which was clear to anyone else.
In case I appeared rude, I appologize. I didn't meant to be.
I can't speak for Giel, but I think he neither meant to say you 
are stupid.
But the Smart Questions guide is really a good one and I read it 
again from 
time to time just to remind me of how I should ask and point out 
issues.

And for the issue in question, when accepting the decision and 
thinking about 
it a while, you would have come to the conclusion that the absense 
of MALLOC 
doesn't mean the end of the world and you can still use memset and 
friends in 
cases _where that is needed_.

--Dennis

So patch good or not?

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Re: [Warzone-dev] Update To Kills/Rank Mechanism

2007-06-02 Thread vs2k5
On Sat, 02 Jun 2007 16:15:17 -0400 Freddie Witherden 
[EMAIL PROTECTED] wrote:
Hi.

 Do units carry over rankings?  I never notice much difference, 
they
 die too fast.

I am not sure what you mean by carry over rankings. Could you  
elaborate somewhat?

The experience points/rank is what I mean.  If unit get lot kills 
in 1 mission, I never notice if same unit is any better in next 
mission.



 For your mod,  would not it make fix place/wall units very
 powerful?

To the best of my knowledge experience is only relevant for droids 
 
and not structures.


Ok, when you post a patch, I play with it some.

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Re: [Warzone-dev] Oil anim fix patch

2007-06-02 Thread vs2k5
On Sat, 02 Jun 2007 16:31:31 -0400 Per Inge Mathisen 
[EMAIL PROTECTED] wrote:
On 6/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 So patch good or not?

I am curious as to why it is correct, and what else might break, 
not
just whether it fixes the bug. I see that gerard changed it in 
r1007:

---
-
r1007 | gerard_ | 2007-04-05 17:24:03 +0200 (Thu, 05 Apr 2007) | 2 
lines

1. Now only transparent objects are rendered by the bucket sort. 
2.
Added some asserts to check if droids stay on the map.

@@ -1891,7 +1851,7 @@
psComp-orientation.y = vecRot.y;
psComp-orientation.z = vecRot.z;

-   bucketAddTypeToList( RENDER_ANIMATION, 
psComp );
+   renderAnimComponent( psComp );
}
}
 }

Gerard, any comment on how this should be fixed?

  - Per

Gerard make mistake, since when renderAnimComponent() is call, it 
uses new position.  This is why it swing up and down.
With bucketAddTypeToList () (original) call, then it adds to list, 
and it no calculate position of new animation frame to draw.

If this is original call, how can this break something else ?  The 
other calls may also need change back to original, but I have not 
notice any other quirks.

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Re: [Warzone-dev] [Fwd: Warzone for Ubuntu]

2007-06-01 Thread vs2k5
On Fri, 01 Jun 2007 12:59:37 -0400 Joseph Price 
[EMAIL PROTECTED] wrote:
I've been playing around with the package a little more and have
noticed that it needs the win32/ dir etc. when building.

I guess maybe it is best I leave it as it is... sorry for the 
noise.

Pricey

I think the win32 is only use when MSVC is use to compile.
It should no be needed for linux at all.  Maybe mistake in makefile?

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[Warzone-dev] Oil anim fix patch

2007-06-01 Thread vs2k5
I guess even stupid people can fix things? :(


Index: src/display3d.c
===
--- src/display3d.c (revision 1430)
+++ src/display3d.c (working copy)
@@ -1614,7 +1614,8 @@
psComp-orientation.y = vecRot.y;
psComp-orientation.z = vecRot.z;
 
-   renderAnimComponent( psComp );
+   bucketAddTypeToList( RENDER_ANIMATION, psComp );//This 
needed 
to correctly draw ANIM frame.
+// renderAnimComponent( psComp );//we no want to draw base 
on 
position!
}
}
 }

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Re: [Warzone-dev] Gateway and zone debug illustration

2007-06-01 Thread vs2k5
On Fri, 01 Jun 2007 22:30:30 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
Oops. I accidentally turned on a gateway illustration debug 
feature.
Turning it back off...

Would this be a helpful switches to include in the command line or 
config
file? It might help people who are designing maps or working on AI 
scripts
and functions.

In map editor, I think you already see these gateway items?
For AI, I no think it helps, since the map maker must design map 
with proper gateway for them to work.  Lav_coyote has documentation 
for this.

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Re: [Warzone-dev] Gateway and zone debug illustration

2007-06-01 Thread vs2k5
On Sat, 02 Jun 2007 00:06:35 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
 -Original Message-
 From: vs2k5
 
 In map editor, I think you already see these gateway items?
 For AI, I no think it helps, since the map maker must design
 map with proper gateway for them to work.  Lav_coyote has
 documentation for this.

You can see them in the map editor, but I thought it might be 
helpful to see
how the AI was using without having to toggle it in the map 
editor. I don't
know if the map editor has a switch to make gateways visible 
during game
play.


This good point.  This will then be like the sensor visible toggle, 
so you can see how far out units sensor range is.  A gateway toggle 
to see what needs to be fixed in some maps?

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[Warzone-dev] Crash in piedraw.c

2007-05-29 Thread vs2k5
Unhandled exception at 0x00558cba in Warzone2100-Dbg.exe: 
0xC005: Access violation reading location 0x000a

for (n=0; npPolys-npnts; n++, index++)
{
line 385 crash--   pieVrts[n].sx = scrPoints[*index].x;

+   index   0x000a  int *
[0xa] = {x=8.265e-040#DEN y=1.8341107e-036 z=1.9864262e-036 }
pPolys = 0x0428fd68 {flags=0x000c zcentre=0x0001 
npnts=0x0007939c ...}

Start MP game, just leave everything defaults.  Then hit ok. 
Now quit game.  Now start same game again.  Crash.

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Re: [Warzone-dev] WZ getting less stable as time goes on?

2007-05-29 Thread vs2k5
On Tue, 29 May 2007 09:34:43 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Dienstag, 29. Mai 2007 schrieb [EMAIL PROTECTED]:
 I no sure if I am only one, but game not playable with all 
asserts
 going off.  Would be better to still assert, and then activate a
 forced crash so we can find all problems? We need this so we can
 get stack dump, to find what is going on.
 (in debug builds, so not to mess release builds)
 I have to go back hundreds of revision to get back to playable 
game.
There is branches/2.0 for stable and playable games...

 Problem must be stack corruption some place I think.  Maybe bad
 code, but we must fix problems, back to a playable state.

 Maybe devs will stop with code modification and now everyone go 
on
 bug(s) hunt?
You are using SVN trunk, after all. If you want something stable, 
use 2.0.

Sure even the trunk shouldn't crash all the time, but lately I 
heard several 
people saying that it got quite stable again and they even played 
a network 
game which lasted significantly longer than an hour. So it can't 
be all that 
bad.

I mean if you start play game in debugger, then you can no longer 
play without getting assert dialogs.  Then you must hit i (ignore) 
every few moves.  If you play game with no debugger or play 
'release' builds, then, yes, you can play it without those dialogs, 
bad data don't crash game.  This is what I mean when I can't play 
game.   Before builds, I never saw asserts while play game in 
debugger.
I use debugger to finds memleaks, and other errors.
If someone has lots time, enable #define DEBUG_MEMORY for MSVC, 
even on dual core 3GHz system, it is very slow.  I tried over 35 
mins, and didn't get to any game.

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Re: [Warzone-dev] Sound code crash heap.c problem

2007-05-29 Thread vs2k5
On Tue, 29 May 2007 15:51:10 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
 For sound crash on double quit (not always crash), the problems 
is 
 that psObj is destoryed before the sound code get chance to 
 play/remove it.
 So psObj is pointing to nothing, but psSimpleObj-type (which is 

 psObj) points to area of memory that has been freed.  It then 
crash.

 How to fix this?  We have to make sure sound is removed before 
 psObj is out of scope.  

 Anyone know where psObj is killed off?  I know there is no 
 free(psObj) that would be too easy to find. ;)
   
psObj is some kind of droid; psObj is never used by the sound code
itself, instead it is passed to a callback function.

I think that the best/easiest solution would be to simply drop the
callback support. All it currently does is calling a given 
function with
that psObj pointer upon finishing of playback from one sound 
effect.
 Devurandom in rev 1101, in heap.c, you change FREE  MALLOC to 
free 
  malloc, but you no set what is free to NULL.  You also do not 
set 
 malloc memory to 0.  This could be cause of more errors, since 
lots 
 code expect this.
 This my understanding of what FREE  MALLOC macro did before.
   
Actually this probably _will_ be the cause of errors (as 
devurandom
pointed out when he changed that). The fix however is _not_ to 
revert
back to previous behaviour. Since depending on malloc calls to 
return
zero-initialized memory, or free calls to set the pointer to NULL 
is
very, very bad programming style.

in aud.c, line 70,  /* check projectiles */
if ( psSimpleObj-type == OBJ_BULLET )

so sound code checks if psObj fired bullet.   I am no sure I 
understand how remove of callback will help here.
I am look to see how older sound code worked this out.

Why that very bad programming style?  Once you free pointer, how 
else you know it free if no set to NULL?  The malloc memory being 
zero out is also standard from projects I have seen.

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Re: [Warzone-dev] Sound code crash heap.c problem

2007-05-29 Thread vs2k5
On Tue, 29 May 2007 16:13:52 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
 Why that very bad programming style?  Once you free pointer, how
 else you know it free if no set to NULL?
I usualy know that a pointer is invalid by setting it to NULL.
Yes, so FREE(temp) is really free(temp) temp=NULL;
If you leave free(temp) without setting to NULL, then program never 
knows it was free before.
I still no see why this bad programming style?



 The malloc memory being 
 zero out is also standard from projects I have seen.
Code that depends on variables to be initialized should do that 
itself.
OK, this was just a nicer way I thinks, since use of memset is 
faster than doing lots of assignment to 0 operations.

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Re: [Warzone-dev] [bug #9237] errors on MSVC compile svn r1408 [patch]

2007-05-29 Thread vs2k5
On Tue, 29 May 2007 18:46:23 -0400 Jose Ivey NO-REPLY.INVALID-
[EMAIL PROTECTED] wrote:
URL:
  http://gna.org/bugs/?9237

 Summary: errors on MSVC compile svn r1408
 Project: Warzone Resurrection Project
Submitted by: urbanvoyeur
Submitted on: Tuesday 05/29/2007 at 22:46
Category: Build system
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: svn
Operating System: Microsoft Windows

___

Details:



1strres.c
1h:\document\programming\wz2100\wz_svn_trunk\lib\framework\strres.
c(391) :
error C2275: 'PHYSFS_file' : illegal use of this type as an 
expression
1h:\document\programming\wz2100\devpkg-
msvc\include\physfs.h(274) :
see declaration of 'PHYSFS_file'
1h:\document\programming\wz2100\wz_svn_trunk\lib\framework\strres.
c(391) :
error C2065: 'fileHandle' : undeclared identifier




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Index: strres.c
===
--- strres.c(revision 1410)
+++ strres.c(working copy)
@@ -37,6 +37,8 @@
 #include strres.h
 #include strresly.h
 
+
+
 /* The string resource currently being loaded */
 STR_RES*psCurrRes;
 
@@ -387,8 +389,9 @@
 /* Load a string resource file */
 BOOL strresLoad(STR_RES* psRes, const char* fileName)
 {
+   PHYSFS_file *fileHandle = PHYSFS_openRead(fileName);
psCurrRes = psRes;
-   PHYSFS_file* fileHandle = PHYSFS_openRead(fileName);
+
if (!fileHandle)
{
debug(LOG_ERROR, strresLoadFile: PHYSFS_openRead(\%s\) 
failed 
with error: %s\n, fileName, PHYSFS_getLastError());

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[Warzone-dev] WZ getting less stable as time goes on?

2007-05-28 Thread vs2k5
I no sure if I am only one, but game not playable with all asserts 
going off.  Would be better to still assert, and then activate a 
forced crash so we can find all problems? We need this so we can 
get stack dump, to find what is going on.
(in debug builds, so not to mess release builds)
I have to go back hundreds of revision to get back to playable game.

Problem must be stack corruption some place I think.  Maybe bad 
code, but we must fix problems, back to a playable state.

Maybe devs will stop with code modification and now everyone go on 
bug(s) hunt?

Also, is possible for svn to know dependancy of files?  I mean if 
someone change xxx.c and xxx.h and we revert back xxx.c but not 
xxx.h because we don't know right away if what change in xxx.h is 
needed?

The other idea I have is to start from known working codebase 
(first import from berlios?), and then add patch 1 by 1, but this 
takes very long time for 1 persons to do.

How do we fix this?

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[Warzone-dev] assert list

2007-05-28 Thread vs2k5

Run-Time Check Failure #1 - A cast to a smaller data type has 
caused a loss of data.  If this was intentional, you should mask 
the source of the cast with the appropriate bitmask.  For example:  
char c = (i  0xFF);

function.c : psFunction-outputModifier=(UBYTE)outputModifier;
interp.c:   InstrPointer += (SWORD)data;

==
Lists of asserts I forgets to include in other message,

error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=1)
error   : Original event ID: 1 (of 6)
error   : Current event ID: 1 (of 6)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'initialisedEventTwo'
error   : eventFireCallbackTrigger: event initialisedEventTwo: code 
failed
error   : Assert in Warzone: \lib\script\event.c:1080 : 
eventFireCallbackTrigger (FALSE), last script event: 
'initialisedEventTwo'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=0)
error   : Original event ID: 0 (of 6)
error   : Current event ID: 0 (of 6)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'initialisedEvent'
error   : eventFireCallbackTrigger: event initialisedEvent: code 
failed
error   : Assert in Warzone: \lib\script\event.c:1080 : 
eventFireCallbackTrigger (FALSE), last script event: 
'initialisedEvent'
error   : Error while processing audio context: Invalid Name
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=71)
error   : Original event ID: 71 (of 111)
error   : Current event ID: 71 (of 111)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'buildPowerGenerators'
error   : eventFireTrigger: event buildPowerGenerators: code failed
error   : Assert in Warzone: \lib\script\event.c:1162 : 
eventFireTrigger (FALSE), last script event: 'buildPowerGenerators'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=68)
error   : Original event ID: 68 (of 111)
error   : Current event ID: 68 (of 111)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'buildDerrick'
error   : eventFireTrigger: event buildDerrick: code failed
error   : Assert in Warzone: \lib\script\event.c:1162 : 
eventFireTrigger (FALSE), last script event: 'buildDerrick'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=71)
error   : Original event ID: 71 (of 111)
error   : Current event ID: 71 (of 111)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'buildPowerGenerators'
error   : eventFireTrigger: event buildPowerGenerators: code failed
error   : Assert in Warzone: \lib\script\event.c:1162 : 
eventFireTrigger (FALSE), last script event: 'buildPowerGenerators'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=71)
error   : Original event ID: 71 (of 111)
error   : Current event ID: 71 (of 111)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'buildPowerGenerators'
error   : eventFireTrigger: event buildPowerGenerators: code failed
error   : Assert in Warzone: \lib\script\event.c:1162 : 
eventFireTrigger (FALSE), last script event: 'buildPowerGenerators'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=68)
error   : Original event ID: 68 (of 111)
error   : Current event ID: 68 (of 111)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'buildDerrick'
error   : eventFireTrigger: event buildDerrick: code failed
error   : Assert in Warzone: \lib\script\event.c:1162 : 
eventFireTrigger (FALSE), last script event: 'buildDerrick'
error   : interpRunScript: jump out of range
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=2)
error   : Original event ID: 2 (of 6)
error   : Current event ID: 2 (of 6)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: \lib\script\interp.c:958 : 
interpRunScript (FALSE), last script event: 'checkEndConditions'
error   : eventFireTrigger: event checkEndConditions: code failed
error   : 

Re: [Warzone-dev] g++ fixes again

2007-05-23 Thread vs2k5
On Wed, 23 May 2007 17:12:02 -0400 Per Inge Mathisen 
[EMAIL PROTECTED] wrote:
On 5/23/07, Dennis Schridde [EMAIL PROTECTED] wrote:
  Most of these are good, but do we need fixes of this kind?:
 
  -   buffer = malloc(bufferSize + sizeof(soundDataBuffer));
  +   buffer = (soundDataBuffer*) malloc(bufferSize + 
sizeof(soundDataBuffer));
...
 Question:
...
 Why should I not cast?

Casting is bad because it makes changing types later obnoxiously 
hard.
It also clutters the code badly. Actually, the best way to do it 
is
like this:

buffer = malloc(bufferSize + sizeof(*buffer));

This way you do not explicitly mention the type, and if you later
change it, it will not cause size or casting problems.

  - Per
What is use of sizeof (*buffer) ?  Padding?

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[Warzone-dev] WZ 2.0.6 hits GH now

2007-05-22 Thread vs2k5
Glide again?  We need a PR persons to correct this.



http://www.gamershell.com/news/38654.html

This version adds basic map editing ingame, beacons in multiplayer 
mode and some UI enhancements
Warzone 2010 is a 3D RTS game developed by Pumpkin Studios and 
published by Eidos Interactive in 1999 for both PC and PlayStation. 
A fan group called Pumpkin-2 managed to petition Eidos, the legal 
owner of the source, to make Warzone open-source. Now the game is 
being developed with lots of features added, such as increased 
multiplayer unit-limit, support for Glide, several compatibility 
fixes for Windows XP, and most recently, the introduction of static 
shadows.

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[Warzone-dev] rev 1321 broken

2007-05-21 Thread vs2k5

Error   294 error C2059: syntax error : '{'  
\lib\ivis_common\imdload.c  306


poly-normal = (Vector3i){0.0f, 0.0f, 0.0f};




should be broken down into parts to fix.





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Re: [Warzone-dev] rev 1321 broken [patch]

2007-05-21 Thread vs2k5
On Mon, 21 May 2007 15:44:46 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
 On Mon, 21 May 2007 15:07:04 -0400 [EMAIL PROTECTED] wrote:
   
 Error   294 error C2059: syntax error : '{'  
 \lib\ivis_common\imdload.c  306


 poly-normal = (Vector3i){0.0f, 0.0f, 0.0f};



 
 should be broken down into parts to fix.

 

 Index: lib/ivis_common/imdload.c
 
===

 --- lib/ivis_common/imdload.c(revision 1321)
 +++ lib/ivis_common/imdload.c(working copy)
 @@ -303,7 +303,9 @@
  }
  else
  {
 -poly-normal = (Vector3i){0.0f, 0.0f, 0.0f};
 +poly-normal.x = 0.0f;
 +poly-normal.y = 0.0f;
 +poly-normal.z = 0.0f;
  }
  
  if (poly-flags  iV_IMD_TEXANIM)
   
Any comments on this ? Doesn't the original code compile for you 
or ?

I post error message first.  Since error, no compile.
That is C99 thing anyway, which is why you can no do that with MSVC.



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

2007-05-20 Thread vs2k5
On Sun, 20 May 2007 15:42:39 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Sonntag, 20. Mai 2007 schrieb Giel van Schijndel:
 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 Transporter's being blown up in droid.c (just for that 
exact
 string, although it should be on lines 295, 353). This hack 
causes
 function droidDamage (which ought to return TRUE on destruction 
of a
 droid) to always returns false if the droid being asked about is 
a
 transport (line 295 code).

 Now, do we want this behaviour or not? (I personally would most
 certainly don't want the code to check for a specific droid 
type,
 instead some kind of indestructible flag which could be set for 
each
 droid would be better).
There are a few issues...
- By simply removing that check you will blow up the wrong 
transports.
- Will you get a new transport if you blew the old one up? If you 
don't I 
wonder how you ever want to accomplish the campaign...
- Indestructible flag sounds good, but would not be backwards 
compatible since 
it needs modifications to the maps and savegames. (Thus nothing 
for 2.0)

--Dennis

Are you say that the original codebase has bug for transports, or 
is this a fix for code that was modified from original codebase?

I thought that issue was if some file was not found, then it would 
screw up.  This goes back to berlios days.




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Re: [Warzone-dev] code formatting

2007-05-20 Thread vs2k5
On Sun, 20 May 2007 15:04:12 -0400 Per Inge Mathisen 
[EMAIL PROTECTED] wrote:
On 5/20/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Therefore I propose we do a one time run over the codebase with 
a a code
 formatter.

You realize that this will screw up svn blame, right? It is an
invaluable bug hunting tool, and am I still annoyed with myself 
that I
did not work harder to save svn history from the berlios days.

I'd say we wait with something like this until the codebase is 
more
stable. Right now we need all the bug hunting aid we need, rather 
than
a pretty codebase.

  - Per

On old berlios mail list, this was talk about, and problem is as 
you say.  It would be more hard to find bugs, among other things.

Once codebase is stable, then maybe it will be nice to use prettyC 
or another one.

It also is hard to make people use the code style you want them, if 
they use to another one.  No win really, unless devs run all 
patches from now on through a style program, and then the code base 
will get pretty as more patches make way to them.










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Re: [Warzone-dev] Event based mainloop

2007-05-16 Thread vs2k5
Posted by Dennis Schridde on May 16, 2007 - 20:45:
Am Mittwoch, 16. Mai 2007 schrieb Jose Ivey:
I wonder if this change is the reason background applications like
diskkeeper now cause stuttering/framerate issues in WZ?
If that patch creates problems for you, don't use it. It's as 
simple as that.
In case you can improve it, please do so. But till then I really 
see no sense 
in people complaining about issues maybe (or may not be) caused by 
a patch 
they applied themselves.
??
You say you wants comments, now complain about getting comments?
Hard day?






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Re: [Warzone-dev] All sorts of problems

2007-05-15 Thread vs2k5
On Mon, 14 May 2007 23:24:23 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 
[EMAIL PROTECTED]
 Sent: Monday, May 14, 2007 10:56 PM
 To: Development list
 Subject: Re: [Warzone-dev] All sorts of problems

 On Mon, 14 May 2007 18:22:18 -0400 Ari Johnson
 [EMAIL PROTECTED] wrote:
 On 5/14/07, Ari Johnson [EMAIL PROTECTED] wrote:
  On 5/14/07, Jose Ivey [EMAIL PROTECTED] wrote:
  
5. User interface is not entirely displayed.  The radar, 
debug
info (mission name and timer), and mission timer
 (upper
right corner) are displayed, but the console output
 (expanded
or otherwise) and the main command buttons are not
 displayed.
  
   I can see the main command buttons, but the power/oil meter 
is
 missing.
   WinXP, build 1276
 
  The power bar is also missing for me.  All of this stuff
 disappears as
  of r1264.  Maybe something was missed or happens in the wrong
 order in
  the refactored code?
 
 
 The same revision introduces the crash from shots being fired.
 
 I think from r125x is problem starts.  Very hard to find issue.
 Lots of changes.

I agree - there are many issues with the lastest build. But I also
understand that we are in the middle of the conversion to event 
based
timing, and we were warned that it was not finished.

Should we wait for more updates to the event system before we test 
further
or should we roll back to an earlier version and move forward with 
a fewer
changes until each issue is resolved?

I still try to find why this event based system better than the way 
it was?  I no see advantages so far?




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[Warzone-dev] lobby server ?

2007-05-15 Thread vs2k5
I see code is added for lobby server.

It is stand alone now, will this ever be in wz, or is wz gui first 
need to be fix?





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Re: [Warzone-dev] Event based mainloop

2007-05-13 Thread vs2k5
On Sat, 12 May 2007 19:57:31 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
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.)

--Dennis

You say resolution of timer is 10ms?  That not good.

I think also this will break MP more, since one side can be going 
much faster than other side?

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[Warzone-dev] warzone2100.vcproj patch for rev 1272

2007-05-13 Thread vs2k5
Index: Warzone2100.vcproj
===
--- Warzone2100.vcproj  (revision 1272)
+++ Warzone2100.vcproj  (working copy)
@@ -402,10 +402,6 @@
Name=netplay

File
-   
RelativePath=..\lib\netplay\netaudio_stub.c
-   
-   /File
-   File
RelativePath=..\lib\netplay\netcrypt.c

/File

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[Warzone-dev] Transparent area missing?

2007-05-13 Thread vs2k5

in 1272, I notice that on the HQ (top), the area that should be 
transparent is not anymore?

Any one notice this?  It now is semi-transparent? 


 

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Re: [Warzone-dev] Event based mainloop

2007-05-12 Thread vs2k5
On Sat, 12 May 2007 18:00:55 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Surprise, surprise...
Here comes the final patch for the event based mainloop.
Campaign seems a bit broken...
Please leave your comments.

--Dennis

What broken in campaign mode after this patch?



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

2007-05-09 Thread vs2k5
On Wed, 09 May 2007 06:59:18 -0400 The Watermelon 
[EMAIL PROTECTED] wrote:
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 of the combination you used for the 3 turret droid?
 the values of the psActionTarget[0] seems to be valid,the only
 problem that
 could cause this is some debug memory value like
 0xccc(allocated and
 uninitialized memory iirc) by MSVC,which bypasses the NULL 
check
 against
 psActionTarget[index] and causes shift
 operation(psActionTarget[index]-died) on memory address
 0xccc,hence the
 error:
 Access violation reading location 0xcd08.

 It still mean there is error in code someplace.  Everything 
should
 be set to value before checking against NULL.

 ---MSVC codes
 0xCDCDCDCD - Allocated in heap, but not initialized
 0x - Released heap memory.
 0xFDFDFDFD - NoMansLand fences automatically placed at 
boundary
 of heap memory. Should never be overwritten. If you do overwrite
 one, you're probably walking off the end of an array.
 0x - Allocated on stack, but not initialized

it's already done in buildDroid in droid.c, I have no idea why it 
got marked
as 0x,at least I didnt have such problems with release 
build with
debug info enabled and memory debug disabled.

I think that compile with release build hides lots of problems.  If 
you play game with debug builds, better to find errors, and you see 
lots of asserts.
Same with mingw/linux builds, defaults is release, and devs no see 
lots of assert errors.

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

2007-05-08 Thread vs2k5
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 of the combination you used for the 3 turret droid?
the values of the psActionTarget[0] seems to be valid,the only 
problem that
could cause this is some debug memory value like 
0xccc(allocated and
uninitialized memory iirc) by MSVC,which bypasses the NULL check 
against
psActionTarget[index] and causes shift
operation(psActionTarget[index]-died) on memory address 
0xccc,hence the
error:
Access violation reading location 0xcd08.

It still mean there is error in code someplace.  Everything should 
be set to value before checking against NULL. 


---MSVC codes
0xCDCDCDCD - Allocated in heap, but not initialized
0x - Released heap memory.
0xFDFDFDFD - NoMansLand fences automatically placed at boundary 
of heap memory. Should never be overwritten. If you do overwrite 
one, you're probably walking off the end of an array.
0x - Allocated on stack, but not initialized
---

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Re: [Warzone-dev] Exceptionhandler broken on linux

2007-05-06 Thread vs2k5
On Sun, 06 May 2007 17:50:50 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
 On Sun, 06 May 2007 17:29:20 -0400 Dennis Schridde 
 [EMAIL PROTECTED] wrote:
   
 Ok, then we probably don't need CMake. At least not for MacOS.
 The current Autotools seem to work quite nicely, raw is 
maintained 
 by Giel, which leaves only the poor MSVC users, who only have 
Troman
 with SVN access, but he afaik doesn't use the shiped project 
files.
 
 I can not get autotools or raw makefile to work. (I post 
messages 
 on list about this)
   
I assume you mean this:
https://mail.gna.org/public/warzone-dev/2007-05/msg00010.html ?

I see one thing that is probably wrong there, you're using the 
MSVC
dev-package (which should cause no problems until linking I 
suppose).

That however doesn't explain that compile error, which I'm sure 
stands
apart from the makefile system. I'm guessing it is a bison error.
 I can only get MSVC to work with latest versions.
 Autotools did work before the gettext stuff was added.

 Can you compile latest svn version with mingw/msys?
   
I can compile it with MinGW using the raw makefiles. (Don't have 
MSYS on
my system)

-- 
Giel

Which bison  flex version you use?

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Re: [Warzone-dev] Exceptionhandler broken on linux

2007-05-06 Thread vs2k5
On Sun, 06 May 2007 18:08:12 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
 On Sun, 06 May 2007 17:50:50 -0400 Giel van Schijndel 
 [EMAIL PROTECTED] wrote:
   
 [EMAIL PROTECTED] schreef:
 
 On Sun, 06 May 2007 17:29:20 -0400 Dennis Schridde 
 [EMAIL PROTECTED] wrote:  
   
 Ok, then we probably don't need CMake. At least not for 
MacOS.
 The current Autotools seem to work quite nicely, raw is 
 mainted by Giel, which leaves only the poor MSVC users, who 
 only have Troman with SVN access, but he afaik doesn't use 
the 
 shipped project files.
 
 I can not get autotools or raw makefile to work. (I post 
 messages on list about this)
   
 I assume you mean this:
 https://mail.gna.org/public/warzone-dev/2007-05/msg00010.html ?

 I see one thing that is probably wrong there, you're using the 
 MSVC dev-package (which should cause no problems until linking 
 I suppose).

 That however doesn't explain that compile error, which I'm sure 

 stands apart from the makefile system. I'm guessing it is a 
bison 
 error.
 
 I can only get MSVC to work with latest versions.
 Autotools did work before the gettext stuff was added.

 Can you compile latest svn version with mingw/msys?
   
 I can compile it with MinGW using the raw makefiles. (Don't 
have 
 MSYS on my system)
 
 Which bison  flex version you use?
   
C:\bison --version
bison (GNU Bison) 2.1

C:\flex --version
flex version 2.5.4

PS Note that on the download page (here:
http://wz2100.net/downloads.html ) we have a MinGW development 
package
as well as an MSVC one.

-- 
Giel
I follow this,
Developer's guide:
1. Get the sourcecode from svn://svn.gna.org/warzone/trunk
2. Get the devpkg
3. Get Flex 2.5 and Bison 1.8 or 2.3 from http://gnuwin32.sf.net/ 
(Do NOT get 2.1! That one is buggy and known to not work!)
4. When using MSVC additionaly download the Windows Platform SDK
5. Copy makerules/config.mk.tmpl to makerules/confik.mk and adjust 
the settings
6. Copy src/version.c.tmpl to src/version.c and adjust the 
version/revision numbers
   Note: If you intend to distribute the compiled binary those 
numbers need to be accurate!


2.1 is buggy?

ok, I have those versions.
$ flex --version
flex.exe version 2.5.4

$ bison --version
bison (GNU Bison) 2.1

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Re: [Warzone-dev] Exceptionhandler broken on linux

2007-05-06 Thread vs2k5
On Sun, 06 May 2007 18:33:13 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Montag, 7. Mai 2007 schrieb [EMAIL PROTECTED]:
 On Sun, 06 May 2007 18:08:12 -0400 Giel van Schijndel

 [EMAIL PROTECTED] wrote:
 [EMAIL PROTECTED] schreef:
  On Sun, 06 May 2007 17:50:50 -0400 Giel van Schijndel
 
  [EMAIL PROTECTED] wrote:
  [EMAIL PROTECTED] schreef:
  On Sun, 06 May 2007 17:29:20 -0400 Dennis Schridde
 
  [EMAIL PROTECTED] wrote:
  Ok, then we probably don't need CMake. At least not for
 
 MacOS.
 
  The current Autotools seem to work quite nicely, raw is
  mainted by Giel, which leaves only the poor MSVC users, 
who
  only have Troman with SVN access, but he afaik doesn't use
 
 the
 
  shipped project files.
 
  I can not get autotools or raw makefile to work. (I post
  messages on list about this)
 
  I assume you mean this:
  https://mail.gna.org/public/warzone-dev/2007-
05/msg00010.html ?
 
  I see one thing that is probably wrong there, you're using 
the
  MSVC dev-package (which should cause no problems until 
linking
  I suppose).
 
  That however doesn't explain that compile error, which I'm 
sure
 
  stands apart from the makefile system. I'm guessing it is a
 
 bison
 
  error.
 
  I can only get MSVC to work with latest versions.
  Autotools did work before the gettext stuff was added.
 
  Can you compile latest svn version with mingw/msys?
 
  I can compile it with MinGW using the raw makefiles. (Don't
 
 have
 
  MSYS on my system)
 
  Which bison  flex version you use?
 
 C:\bison --version
 bison (GNU Bison) 2.1
 
 C:\flex --version
 flex version 2.5.4
 
 PS Note that on the download page (here:
 http://wz2100.net/downloads.html ) we have a MinGW development
 package
 as well as an MSVC one.
 
 --
 Giel

 I follow this,
 Developer's guide:
 1. Get the sourcecode from svn://svn.gna.org/warzone/trunk
 2. Get the devpkg
 3. Get Flex 2.5 and Bison 1.8 or 2.3 from 
http://gnuwin32.sf.net/
 (Do NOT get 2.1! That one is buggy and known to not work!)
 4. When using MSVC additionaly download the Windows Platform SDK
 5. Copy makerules/config.mk.tmpl to makerules/confik.mk and 
adjust
 the settings
 6. Copy src/version.c.tmpl to src/version.c and adjust the
 version/revision numbers
Note: If you intend to distribute the compiled binary those
 numbers need to be accurate!
Where did you get that from? version.c was removed months ago...

Here: http://download.gna.org/warzone/development/
bottom page.



 2.1 is buggy?
It created serious problems on MSVC at least.
Do not know.  It works fine here under MSVC.

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[Warzone-dev] loop.c change?

2007-05-02 Thread vs2k5
Why was this removed?

   SDL_Delay(20);  //Added to prevent busy loop, and get CPU time 
back when paused! 

WZ eats all CPU time now, even when paused?

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Re: [Warzone-dev] MSVC .proj file patch

2007-05-02 Thread vs2k5
On Wed, 02 May 2007 14:07:14 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Mittwoch, 2. Mai 2007 schrieb [EMAIL PROTECTED]:
 This adds filters to .proj file, so better organize in folders
 (filters).
Could you send a file instead?

Thanks,
Dennis
Here it is.  Hope it send correct.

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Warzone2100.vcproj
Description: Binary data
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Re: [Warzone-dev] loop.c change?

2007-05-02 Thread vs2k5
On Wed, 02 May 2007 14:51:17 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Mittwoch, 2. Mai 2007 schrieb Giel van Schijndel:
 Dennis Schridde schreef:
  Am Mittwoch, 2. Mai 2007 schrieb Giel van Schijndel:
  Dennis Schridde schreef:
  Am Mittwoch, 2. Mai 2007 schrieb [EMAIL PROTECTED]:
  Why was this removed?
 
 SDL_Delay(20);  //Added to prevent busy loop, and get CPU 
time
  back when paused! 
 
  WZ eats all CPU time now, even when paused?
 
  Of course not...
  We still have the SDL_framerateDelay...
 
  Which does not call SDL_Delay if we don't reach our requested 
frame
  rate, and that in turn results in CPU hogging. Apart from 
that I believe
  that SDL_framerateDelay doesn't get called in the menus. So I 
think we
  at least need an explicit SDL_Delay(1) call, maybe only if
  SDL_framerateDelay didn't call SDL_Delay.
 
  I didn't recognize any sideeffects, but it might be possible 
that we now
  eat the CPU in the menu or on slow computers. Maybe we should 
setup a
  minimum-delay for sdl-framerate.
  SDL_Delay(1) wont work as expected afaik, since the minimum 
tick
  precission guaranteed by SDL is 10ms.

 Almost correct, that is the precision of the kernel's CPU 
scheduler
 although I believe most Linux versions 2.6 have a time slice of 
1 msec.
 Apart from that an SDL_Delay(1) call is just an explicit call to 
yield
 the current process so the kernel can use the remaining CPU time 
and
 divide it among other processes.

 Also SDL_Delay guarantees nothing about the amount of time that 
will be
 waited, only that it will be at least the time you specify. So 
a call
 like SDL_Delay(20) could very well result in losing CPU for 750 
ms (if
 the OS's scheduler decided so).
Doesn't the scheduler distribute CPU time between all applications 
anyway?
I don't think we can force it to give us all the CPU.
Currently we only request as much as to keep a certain framerate. 
Which hits 
the limits on slow PCs, what I don't think is bad (since why would 
we like to 
drop the fps even more).
The only reason we inserted the delay originaly, was because eg. 
laptop users 
don't need 100fps, but would like to keep their CPU idle instead. 
They can 
lower the framerate down to 1fps if they want, and that will be 
exactly what 
they get. No more, maybe less.

So currently the real only issue is that there is no delay in the 
mainmenu.


So then why remove it?  It did not hurt anything correct?
If game pause, it should take up 0 CPU time.

I also wonders how vsynch plays with the delays?  Does matter at 
all if on/off?

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Re: [Warzone-dev] Build 1216: Pcx again

2007-05-01 Thread vs2k5
On Tue, 01 May 2007 01:01:59 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
Build 1216, Using MSVC and fresh SVN download

1LINK : fatal error LNK1104: cannot open file '.\Debug\pcx.obj'

I tried excluding pcx.c from the build, but that just caused more 
problems.
Cleaning also did not help.



You did not exclude it from project.  Linker still see pcx.c in 
project.  That is why the message.
Delete file in project, and add png.c in place.
Then will compile OK again.

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Re: [Warzone-dev] Pieslicer and PIE question?

2007-05-01 Thread vs2k5
On Tue, 01 May 2007 22:20:01 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
 -Original Message-
 [mailto:[EMAIL PROTECTED] On Behalf Of 
[EMAIL PROTECTED]
 Sent: Tuesday, May 01, 2007 3:35 PM
 To: Development list
 Subject: [Warzone-dev] Pieslicer and PIE question?

 I try to compile Pieslicer with this version for free:
 http://msdn.microsoft.com/vstudio/express/vb/
 And there is many errors.
 Has anyone updates on source to fix all errors?

 Or do we make new format like .obj or .3ds since editor
 already made for these?  The only thing that needs to add is
 connector points I thinks?


It compiles and runs under Vb6, but has a bunch of error in Vb2005 
- not of
which appear too serious.  If we really have permission to use the 
code then
it's worth fixing.

I no have VB6.  Never try visual basic before to fix those errors.  
I think only change to add is png and bigger texture sizes.

I can not seem to find post by developer of pieslicer on RTS.  I 
think many posts have be deleted because of crash on that site 
before?
I am sure he said do what you wish with code.  Anyone still have a 
copy of what he say?

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Re: [Warzone-dev] Pieslicer and PIE question?

2007-05-01 Thread vs2k5
On Tue, 01 May 2007 20:17:40 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
Can we use the pie slicer code?


I think it would be nice to have all known WZ utilities put on svn 
to prevents loss of sources like before.  We no know how long other 
sites will keep pieslicer source up?

That is pie slicer (when find permission from developer) [ PIE 
editor]
wdgload (Rodzilla have source?) [Helps unload wdg into files so 
then can convert to .wz]
EditWorld32 (source lost, but have original source) [MAP editor]
Anything else?

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[Warzone-dev] Warzone playability change to much?

2007-05-01 Thread vs2k5
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 weapons per unit right?

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Re: [Warzone-dev] Warzone networks code

2007-05-01 Thread vs2k5
On Wed, 02 May 2007 00:40:24 -0400 The Watermelon 
[EMAIL PROTECTED] wrote:
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
 abouts this before, but nothing I recall was said about what to
 do/use?

 These I find that we may be able to work with,
 http://www.opentnl.org/faq.php is C++  GPL works with Mac,
 window,linux.
 HawkNL http://www.hawksoft.com/hawknl/ LGPL, mac, window, linux
 http://www.zoidcom.com/ Free  no comercial use, windows, linux, 
no
 mac source?
 http://www.rakkarsoft.com/ Not GPL anymore, it is  Creative 
Commons
 Attribution ?
 http://sourceforge.net/projects/zige/ windows/linux  BSD license
 C/C++
 http://twistedmatrix.com/projects/core/  Python, so works for 
all ?
 http://www.libsdl.org/projects/SDL_net/  We use this now.


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,but
also the non-constant gamelogics update rate makes the 
synchronization
process impossible,because the PC spec varies from player to 
player in a mp
game.

IMO we will need to fix the non-constant gameframe problem first 
and see the
results of such fix before trying to rewrite the netcode,maybe the 
net
desynchronize is 'suddenly' fixed once we fix the gameframe 
stuff...

Was anyone heavy player of 1.x WZ?  How was netcode with that?
WZ 2.x net code was all new I think because of no DX networking, so 
I thought problem is with that.  If 1.x has same issue, then it is 
design problem ?

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

2007-04-30 Thread vs2k5
Still trying to compile with mingw/msys.

I now try make -f Makefile.raw and gets this,


mingw32-ar rcv ../libframework.a configfile.o debug.o 
exceptionhandler.o frame.o frameresource.o heap.o input.o 
resource_parser.tab.o resource_lexer.lex.o strres.o 
strres_parser.tab.o strres_lexer.lex.o treap.o trig.o 
SDL_framerate.o
make[2]: mingw32-ar: Command not found
make[2]: *** [../libframework.a] Error 127
make[2]: Leaving directory `/f/warzone_src/gna/lib/framework'
make[1]: *** [framework] Error 2
make[1]: Leaving directory `/f/warzone_src/gna/lib'
make: *** [lib] Error 2

What is  mingw32-ar ?

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

2007-04-29 Thread vs2k5
On Sun, 29 Apr 2007 09:54:22 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
Jose Ivey schreef:
 I thought GNUWin32 had a tool to download (getnuwin32) all the 
latest tools here:

 http://sourceforge.net/projects/getgnuwin32

 It seemed to work ok for me, though it takes up 200mb+ when you 
get everything.

 It does download bison 2.1 rather than 1.875, so you have to re-
install the earlier bison.
   
For Warzone we don't depend on any specific version of Bison, so 
as long
as you have version 1.31 or higher (which includes 2.1) of Bison 
you
should be fine.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:warzone-dev-
[EMAIL PROTECTED] On
 Behalf Of Dennis Schridde
 Sent: Sunday, April 29, 2007 4:49 AM
 To: Development list
 Subject: Re: [Warzone-dev] mingw/msys errors help?

 Dev is me, I guess?
 A devpkg with flex in it? Possible.
 Someone said he wants to create a gnuwin32 installer for recent 
versions of
 the tools, I think...
   
That someone would be me. I have to say though that both Flex and 
Bison
are rather annoying pieces of code to get to compile (although it 
is
impossible).

Apart from that I'm a disaster at packaging stuff for M$Win (give 
me a
debian style package manager any time and I'd be happy). Therefore 
I
tried to contact some people of the GnuWin32 project, it seems to 
be
dead however (well at least the mailinglists and forums on 
sourceforge).

-- 
Giel

I forgets Dev also mean Development team.  lol. :)
Yes, GnuWin32 seems to have stop for long time.  I try getnuwin32 
and see how it helps.

Anyone know if possible to compile faster?  It takes 2x long to 
compile on gcc than on MSVC.  I got dual core cpu, and see only 50% 
use with mingw/msys  100% with MSVC.

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

2007-04-29 Thread vs2k5
On Sun, 29 Apr 2007 14:45:34 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Sonntag, 29. April 2007 schrieb [EMAIL PROTECTED]:
 .../makerules/configure.mk:1: ../makerules/config.mk: No such 
file
 or directory
Did that work without -j3? Maybe the raw makefiles don't support 
it...

--Dennis

No.


$ make -f Makefile.raw
make -f Makefile.raw -C po 
make[1]: Entering directory `/f/warzone_src/gna/po'
.../makerules/configure.mk:1: ../makerules/config.mk: No such file 
or directory
.../makerules/configure.mk:7: *** You must set VERSION in 
.../makerules/config.mk.  Stop.
make[1]: Leaving directory `/f/warzone_src/gna/po'
make: *** [po] Error 2

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Re: [Warzone-dev] no more MSVC support

2007-04-29 Thread vs2k5
On Sun, 29 Apr 2007 15:42:57 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
In addition to many warnings I get the following errors when I try 
to
compile in MSVC.

c1 : fatal error C1083: Cannot open source file:
'..\lib\ivis_opengl\bspimd.c': No such file or directory


strres_parser.tab.c(874) : error C2449: found '{' at file scope 
(missing
function header?)
strres_parser.tab.c(1398) : error C2059: syntax error : '}'

scriptvals_parser.tab.c(981) : error C2449: found '{' at file 
scope (missing
function header?)
scriptvals_parser.tab.c(2127) : error C2059: syntax error : '}'

script_parser.tab.c(3525) : error C2449: found '{' at file scope 
(missing
function header?)
script_parser.tab.c(8247) : error C2059: syntax error : '}'

resource_parser.tab.c(888) : error C2449: found '{' at file scope 
(missing
function header?)
resource_parser.tab.c(1443) : error C2059: syntax error : '}'

chat_parser.tab.c(1393) : error C2449: found '{' at file scope 
(missing
function header?)
chat_parser.tab.c(2135) : error C2059: syntax error : '}'

audp_parser.tab.c(953) : error C2449: found '{' at file scope 
(missing
function header?)
audp_parser.tab.c(1560) : error C2059: syntax error : '}'make


They did not update the .sln/project files yet, so you have to 
delete bspimd.c from project space.  I think there are other files 
also that need to be delete.
Did you install bison/flex latest versions?

This is one I use,
bison (GNU Bison) 1.875
flex.exe version 2.5.4

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Re: [Warzone-dev] no more MSVC support [here is patch to fix]

2007-04-29 Thread vs2k5
If you get svn 1192, then apply this, and should compile OK now.



Index: Warzone2100.vcproj
===
--- Warzone2100.vcproj  (revision 1192)
+++ Warzone2100.vcproj  (working copy)
@@ -1,7 +1,7 @@
 ?xml version=1.0 encoding=Windows-1252?
 VisualStudioProject
ProjectType=Visual C++
-   Version=8,00
+   Version=8.00
Name=Warzone2100
ProjectGUID={BDDCCB7B-F4F7-4768-A1C3-AE20E9F5FDFC}
RootNamespace=Warzone2100
@@ -275,6 +275,14 @@
File
RelativePath=..\lib\ivis_opengl\bspimd.c

+   FileConfiguration
+   Name=Debug|Win32
+   ExcludedFromBuild=true
+   
+   Tool
+   Name=VCCLCompilerTool
+   /
+   /FileConfiguration
/File
File
RelativePath=..\src\bucket3d.c
@@ -737,6 +745,10 @@

/File
File
+   RelativePath=..\lib\ivis_common\piestate.c
+   
+   /File
+   File
RelativePath=..\lib\ivis_opengl\piestate.c

FileConfiguration
@@ -759,10 +771,6 @@
/FileConfiguration
/File
File
-   RelativePath=..\lib\ivis_common\piestate.c
-   
-   /File
-   File
RelativePath=..\lib\ivis_opengl\pietexture.c

/File

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Re: [Warzone-dev] Build 1202: pcx.c

2007-04-29 Thread vs2k5
On Sun, 29 Apr 2007 19:48:17 -0400 Jose Ivey [EMAIL PROTECTED] 
wrote:
Build 1202, MSVC
c1 : fatal error C1083: Cannot open source file: 
'..\lib\ivis_common\pcx.c':
No such file or directory

Where can I find pcx.c? This is the new png handler, right?

Yes.. remove pcx.c and add png.c

They have to update vcproj file again. ;)

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Re: [Warzone-dev] Finding map problem(s)

2007-04-28 Thread vs2k5
On Sat, 28 Apr 2007 05:27:30 -0400 Per Inge Mathisen 
[EMAIL PROTECTED] wrote:
On 4/28/07, [EMAIL PROTECTED]  wrote:
 Why is debug build no default for building with mingw/msys 
/linux?
 I think this why people no see asserts!  You must do --enable-
debug
 now for it to enable debug mode.

IMHO, I think --enable-debug=yes should be the default for all but
release builds.

 Finally found problem.  In rev 227 works, all after do not, it
 asserts in map.
 Difference is debug routines (in 229?)?  I am too tire now, so
 can't check for sure, but maybe someone check reason?

That would be the change that made the assert visible in MSVC 
builds.
Earlier than this, asserts were just ignored on MSVC. For quite a
while, asserts were disabled for all builds.

Can you post a backtrace of and instructions for how to reproduce 
the
assert you are seeing?

  - Per

I try with mingw/msys also, so it not MSVC specifics.  You mean 
asserts are ignore in windows builds no matter what compiler?

Download the map that Dev fix and posted to mailing list.   Then 
install maps.
Start one player skirmish.
Then start game.  (4 player game).
Now move to the center of map where there is raised area with water 
in middle.
It will start to assert when you near. 

For backtrace, I am not sure how to do this in mingw/sys.  I can do 
this in MSVC OK when I abort.  All values in range,
h=0223 + dx=-4 + dy=-3 * ELEVATION_SCALE=2
h=0223 + dx=-3 + dy=-2 * ELEVATION_SCALE=2
h=0216 + dx=-3 + dy=-3 * ELEVATION_SCALE=2
h=0216 + dx=-3 + dy=-2 * ELEVATION_SCALE=2

hits this asserts...(and others also)
retVal = (SDWORD)((h0 + dx + dy) * ELEVATION_SCALE);
ASSERT((retValMAX_HEIGHT,Map height's gone weird!!!));
return ((SWORD)retVal);

retVal  MAX_HEIGHT should be maybe ??  

// Maximun expected return value from get height
#define MAX_HEIGHT  (256 * ELEVATION_SCALE)

so MAX_HEIGHT = 512


error   : Assert in Warzone: file map.c:1450 : map_Height 
(retValMAX_HEIGHT), last script event: 'chooseScoutArea'
error   : Map height's gone weird!!!
error:  Error in Warzone: file map.c, function map_Height, line 
1480
error:  Map height's gone weird!!!
error:  Error in Warzone: file map.c, function map_Height, line 
1499
error:  Map height's gone weird!!!

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[Warzone-dev] loading bar?

2007-04-28 Thread vs2k5
Anyone recall which rev broke colours for star bar?  It was 
white/grey before, now it  strange colors like blue/yellow/white.

The loading bar you see on bottom of screen.

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[Warzone-dev] mingw/msys errors help?

2007-04-28 Thread vs2k5
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 for msgfmt = 0.15 ... 
You must have msgfmt installed to compile .
Download the appropriate package for your distribution,
or get the source tarball at ftp://ftp.gnu.org/pub/gnu/gettext/
+ checking for autoconf = 2.56 ... found 2.61, ok.
+ checking for automake = 1.8 ... found 1.9.6, ok.
+ checking for bison = 1.31 ... found 1.875, ok.
+ checking for flex = 2.4.2 ... ./autogen.sh: line 61: [: 
:\msys\1: integer expression expected
../autogen.sh: line 63: [: :\msys\1: integer expression expected
found :\msys\1.0\bin\flex.exe, ok


I know must get those pakage, but how fix 'line 61: [: :\msys\1: 
integer expression expected'  ?


Dev, you plan on new devpackage for mingw/msys that has package in 
them?

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[Warzone-dev] Finding map problem(s)

2007-04-27 Thread vs2k5
I do testing to find problems for map asserts, and in test with 
lav_coyotes map, the problem is not present in 2.0.2.3.  It is 
present in rev 457 (so all 2.0?)
//svn.gna.org/svn/warzone/branches/2.0 is wrong someplace.
Also, water is change from blue to yellow/brown colour?
Trunk rev 592 is Bad.   500 is bad... 300 is bad,150 works.   
Strange is when
water is blue it works (so far), then other than blue, it asserts.

So problem is somewhere between rev 150 - 300 in trunk.
Must be better way to test. :S  Tooks 3 hours to narrow down to 
this!

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[Warzone-dev] patch testing?

2007-04-26 Thread vs2k5
Trying to play test latest (rev 1183), and seem more and more 
asserts are present, and must do 'ignore' much more now.

When patch submits, do people test in both MP and SP?
Do even try to research/build units the no cheat way?

Anyone else notice all asserts now play SP game?

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Re: [Warzone-dev] patch testing?

2007-04-26 Thread vs2k5
On Thu, 26 Apr 2007 17:56:44 -0400 [EMAIL PROTECTED] wrote:
Trying to play test latest (rev 1183), and seem more and more 
asserts are present, and must do 'ignore' much more now.

When patch submits, do people test in both MP and SP?
Do even try to research/build units the no cheat way?

Anyone else notice all asserts now play SP game?

I forgots to post my asserts. :o

error   : scrBaseObjGet: was passed an invalid pointer
error   : interpRunScript: could not do var func
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=1)
error   : Original trigger ID: 1 (of 12)
error   : Current event ID: 1 (of 12)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
(FALSE), last script event: 'enm1Start1Trig (CODE)'
error   : eventFireTrigger: trigger enm1Start1Trig (CODE): code 
failed
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\event.c:1134 : eventFireTrigger 
(FALSE), last script event: 'enm1Start1Trig (CODE)'
error   : stackReset: stack is not empty
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\stack.c:1076 : stackReset 
(((psCurrChunk == psStackBase)  (currEntry == 0))), last script 
event: 'enm1Start1Trig (CODE)'
error   : scrBuildUnit: NULL factory object
error   : Assert in Warzone: 
f:\warzone_src\gna\src\scriptfuncs.c:1475 : scrBuildDroid (FALSE), 
last script event: 'enm2Start1Evnt'
error   : interpRunScript: could not do func
error   : interpRunScript: *** ERROR EXIT *** (CurEvent=8)
error   : Original event ID: 8 (of 12)
error   : Current event ID: 8 (of 12)
error   : Call depth : 0
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
(FALSE), last script event: 'enm2Start1Evnt'
error   : eventFireTrigger: event enm2Start1Evnt: code failed
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\event.c:1162 : eventFireTrigger 
(FALSE), last script event: 'enm2Start1Evnt'
error   : Error while processing audio context: Invalid Operation
error   : Assert in Warzone: 
f:\warzone_src\gna\src\scriptfuncs.c:1475 : scrBuildDroid (FALSE), 
last script event: 'enm2Start1Evnt'
error   : interpRunScript: error while executing a script
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\interp.c:958 : interpRunScript 
(FALSE), last script event: 'enm2Start1Evnt'
error   : eventFireTrigger: event enm2Start1Evnt: code failed
error   : Assert in Warzone: 
f:\warzone_src\gna\lib\script\event.c:1162 : eventFireTrigger 
(FALSE), last script event: 'enm2Start1Evnt'
error   : Error while processing audio context: Invalid Operation
last message repeated 2 times

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Re: [Warzone-dev] map for testing as requested

2007-04-24 Thread vs2k5
Posted by Dennis Schridde on April 24, 2007 - 16:14:
Am Dienstag, 24. April 2007 schrieb kim metcalfe:
did read where a map was requested with certain stuff required..
read the readme inside.
see the pics on the forums.

Nice map.
And nice tileset. :)

I merged all the files into one .wz file (put it into 
~/.warzone2100/maps/) 
and made it trunk compatible.
Results attached.
--Dennis

Thanks to lav_coyote for map, it does look nice.
Can you upload the .lnd file instead of the compiled version?



I do have errors, 
error   : gwRouteLength: warning only partial route between 
gateways at (84,86) and (35,32) zone 2
error   : gwRouteLength: warning only partial route between 
gateways at (35,32) and (84,86) zone 2
error   : gwCheckZoneSizes: warning zone 1 at (99,21) is too large 
1201 tiles (max 600)
error   : gwCheckZoneSizes: warning zone 2 at (56,58) is too large 
7939 tiles (max 600)
error   : gwCheckZoneSizes: warning zone 3 at (19,100) is too large 
970 tiles (max 600)
error   : gwCheckZoneSizes: warning zone 4 at (102,99) is too large 
939 tiles (max 600)
error   : gwCheckZoneSizes: warning zone 5 at (30,12) is too large 
880 tiles (max 600)
(retValMAX_HEIGHT), last script event: '14 (CALL_STRUCTBUILT)'
error   : Map height's gone weird!!!
error   : Assert in Warzone: f:\warzone_src\gna\src\map.c:1447 : 
map_Height (retValMAX_HEIGHT), last script event: 'everySec'

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[Warzone-dev] MAP wdg -.wz convert FAQ

2007-04-24 Thread vs2k5
This is how to convert normal map WDG to .wz.
Normal in that no custom textures, since that is lots more work.  
Need to convert  pxc to png, and then lots edit in addon.lev.  So 
we no do that now.  :)


1: get wdgload  biglist2.txt that Rodzilla make.  He upload on 
mailing list.
2: find mapname.wdg you wants.
3: edit biglist2.txt to have maps names *see below*
4: run wdgload   [wdgload, biglist2.txt  mapname.wdg should all be 
in folder to keep clean, otherwise wdgload converts ALL *.wdg 
files!]
5: it makes hugezip.zip file
6: now extract all that to folder
7: change all files to lowercase
8: rename addon.lev to mapname.addon.lev  (lower case)
9: change all / to \ IN mapname.addon.lev
10: change mapname on lines that start with
 game multiplay/maps/4c-mapname.gam  (lower case)
(from game multiplay/maps/4c-MapName.gam) 4c is only 4p maps in 
this case!
11: rezip, and then change extension to .wz
12:Stick in maps directory.  Should now shows/works.

NOTES: you may have to edits addon.lev much more.  It depends on 
original map.  Things like dataset might need change.
I did test for map 4c-JungleBase.wdg, to see if I can converts.
in biglist2.txt, you must add,
multiplay\maps\4c-JungleBase
multiplay\maps\4c-JungleBase.gam
multiplay\maps\4c-JungleBase\DInit.bjo
multiplay\maps\4c-JungleBase\Feat.bjo
multiplay\maps\4c-JungleBase\Game.map
multiplay\maps\4c-JungleBase\Struct.bjo
multiplay\maps\4c-JungleBase\TagList.tag
multiplay\maps\4c-JungleBase\TTypes.ttp
So program knows names!  Or you get hashed names (which no work!)
If you get 8p-AnotherMap.wdg, then you add
multiplay\maps\8p-AnotherMap
multiplay\maps\8p-AnotherMap.gam
multiplay\maps\8p-AnotherMap\DInit.bjo
(and rest of them)

No forget that you must edit to lowercase once program makes 
Hugezip.zip.

Hope this helps someone?

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Re: [Warzone-dev] MAP wdg -.wz convert FAQ

2007-04-24 Thread vs2k5
On Tue, 24 Apr 2007 16:27:28 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Dienstag, 24. April 2007 schrieb [EMAIL PROTECTED]:
 This is how to convert normal map WDG to .wz.
 Normal in that no custom textures, since that is lots more work.
 Need to convert  pxc to png, and then lots edit in addon.lev.  
So
 we no do that now.  :)


 1: get wdgload  biglist2.txt that Rodzilla make.  He upload on
 mailing list.
 2: find mapname.wdg you wants.
 3: edit biglist2.txt to have maps names *see below*
 4: run wdgload   [wdgload, biglist2.txt  mapname.wdg should all 
be
 in folder to keep clean, otherwise wdgload converts ALL *.wdg
 files!]
 5: it makes hugezip.zip file
 6: now extract all that to folder
 7: change all files to lowercase
 8: rename addon.lev to mapname.addon.lev  (lower case)
 9: change all / to \ IN mapname.addon.lev
Actually it has to be the other way round.

Yes, you right.  Sorry about typos.

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

2007-04-23 Thread vs2k5
On Mon, 23 Apr 2007 08:53:38 -0400 The Watermelon 
[EMAIL PROTECTED] wrote:
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 array
  Much as I like variable size arrays, this will break MSVC 
builds,
  since MSVC does not support this (it is not a C99-compatible 
compiler,
  which really sucks).
  alloca() ?
 alloca isn't even standard C, although most _modern_ C compilers 
support
 it. Most compilers that support variable sized arrays define 
those in
 terms of alloca. So someone who was MSVC will have to confirm 
that
 alloca works with MSVC first.

 Also on Microsoft's page for the C RunTime library reference for 
VS.NET,
 they state at the end of the first section (on this page
 http://msdn2.microsoft.com/en-us/library/abx4dbyh(VS.80).aspx ):
 This version of Visual C++ is not conformant with the C99 
standard.

 It seems that Microsoft is almost not working at their C-
compiler any
 more. So I'm wondering should we support a compiler that isn't 
supported
 by their developers anymore?

 --
 Giel

ofcourse we should,many users including myself uses MSVC to 
compile,and I
couldnt recall any free software I have used doesnt support MSVC
project/compiler

MSVC has best editor/debugger around.  Download the free express 
version, and you will see it really is excellent.

I no see real reason for use C99 specific code though, sometime it 
is bit easier, but only gcc supports it.  Original code is pure C, 
so will be shame to fork project if C99 will be used. :(

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

2007-04-23 Thread vs2k5
On Mon, 23 Apr 2007 03:31:47 -0400 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 array
 Much as I like variable size arrays, this will break MSVC 
builds,
 since MSVC does not support this (it is not a C99-compatible 
compiler,
 which really sucks).
 alloca() ?
alloca isn't even standard C, although most _modern_ C compilers 
support
it. Most compilers that support variable sized arrays define those 
in
terms of alloca. So someone who was MSVC will have to confirm that
alloca works with MSVC first.


I can confirm it no works.  It only is OK for C++ compiler.

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

2007-04-23 Thread vs2k5
On Mon, 23 Apr 2007 15:40:54 -0400 Giel van Schijndel 
[EMAIL PROTECTED] wrote:
[EMAIL PROTECTED] schreef:
 On Mon, 23 Apr 2007 08:53:38 -0400 The Watermelon 
 [EMAIL PROTECTED] wrote:
   
 ofcourse we should,many users including myself uses MSVC to 
 compile,and I
 couldnt recall any free software I have used doesnt support 
MSVC
 project/compiler
 
As for Watermelon's comment: supporting something purely and only
because many users use it is stupid (i.e. numbers alone should not 
be
the motivation for supporting MSVC). I do believe there might be 
other
reasons for supporting MSVC, but I don't see number of users to be 
a
valid reason in that list.
 MSVC has best editor/debugger around.
Well that is of course your opinion, so I'm not going to say 
anything
for or against that.
 Download the free express 
 version, and you will see it really is excellent.
   
Sure, if you can tell me where to get it. And then only the free 
version
of course (not free as in beer, free as in freedom).

What means that?  http://msdn.microsoft.com/vstudio/express/
# Price: FREE!
# Download Size: 35-70 MB per Express Edition  
Then platform SDK and all rest about 400MB I think.





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

2007-04-23 Thread vs2k5
On Mon, 23 Apr 2007 16:24:29 -0400 Gerard Krol 
[EMAIL PROTECTED] wrote:
This is interesting, in C++ mode MSVC seems to be almost C99 
compatible:

http://groups.google.nl/group/comp.lang.c/browse_thread/thread/dbb0
628227294c59/231a8816e8e87e3e

Could someone test this?

- Gerard

Yes, simple name file .cpp then can compile OK.
If change all .c files to .cpp cause errors in some files, stricter 
control over code, and this is lots to change. 







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Re: [Warzone-dev] working sequence videos :)

2007-04-23 Thread vs2k5
On Mon, 23 Apr 2007 18:21:13 -0400 Angus Lees [EMAIL PROTECTED] 
wrote:
On 4/23/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 On Mon, 23 Apr 2007 09:42:23 -0400 Giel van Schijndel
 [EMAIL PROTECTED] wrote:
 Angus Lees schreef:
  So after about a year of learning and coding (I knew nothing
 about
  warzone, opengl, ogg, multimedia in general, etc a bit over 
12
 months
  ago)  I just watched the cam1 intro rpl within warzone :)
 
  The code also supports ogg theora/vorbis - and the dec130 
(rpl
 video
  codec) code works but seems to have a few video glitches that
 are
  proving hard to track down.
 
  My patch is against the 2.0 branch and I just dumped a copy
 here:
   http://www.inodes.org/~gus/warzone-2.0-fmv.patch.gz
  http://www.inodes.org/%7Egus/warzone-2.0-fmv.patch.gz
 
  Still a few FIXMEs (and doesn't meet the coding style guide),
 but its
  not too bad.  I haven't resurrected the research videos yet -
 only the
  fullscreen ones.  I think I'm corrupting the first mipmap
 texture
  level afterwards or something too - start a new campaign and
 look at
  the blue dot over the oil refinery thing immediately after
 enjoying
  the movie.
 
  Oh, and the patch also updates all the .rpl paths in data/ to
 have the
  same case as was on the original CDs - since we're now case-
 sensitive.
 
  Now, how do we want to do this?  Should I create another 
branch
 and we
  can perfect it there?
 
  --
  - Gus
 What libraries does this depend on?
 Because I'm getting some linker errors: 
glBeginFragmentShaderATI,
 glSetFragmentShaderConstantATI, glSampleMapATI,
 glColorFragmentOp2ATI,
 glColorFragmentOp3ATI, glEndFragmentShaderATI  -- that looks a
 lot like
 ATI-only OpenGL extensions, which if that is true is a real 
pain,
 since
 I don't have any ATI video hardware (all ATI stuff I had had a
 tendency
 of burning out, short cutting, and just stopping without
 explainable
 reason).


gl_yuv.c has code for various vendor extensions to display yuv 
data.  I
ripped most of this code from mplayer but then hacked it up a fair 
amount.
I don't have a software yuv to rgb codepath in fact - I was going 
to do a
poll to see if anyone had hardware that wasn't covered by one of 
the
extensions there.

I'm not sure how you're meant to do opengl extensions, but whats 
there links
and compiles without warnings for me (on linux).  I have an ati 
card, but
the particular code path in gl_yuv that I have been using (and is 
currently
hardcoded) uses GL_ARB_vertex_program - not an extension with 
'ATI' in its
name.

Have a look at gl_yuv.c and tell me what I'm meant to be doing to 
use opengl
extensions :P

-- 
- Gus

I think problem was with glext.h not have all *ATI define.  The 
Nvidia dev package no have them listed, so it could not compile  
link them.

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Re: [Warzone-dev] Color issue

2007-04-22 Thread vs2k5
On Sun, 22 Apr 2007 10:32:41 -0400 Dennis Schridde 
[EMAIL PROTECTED] wrote:
Am Sonntag, 22. April 2007 schrieb Giel van Schijndel:
 Dennis Schridde schreef:
  As seen by several people now. Fix unknown.

 Reference topic: http://wz2100.net/forum/index.php?topic=461.0

 Cause is unknown as well btw.

This is always with the i810 drivers (i915 and i945 chips), but 
other games 
always work well. Even though it's only this driver affect I think 
have some 
bug we should try to fix.

This is bug only in intel drivers.  How fix then?  I never seen 
problem on other chipsets, so it intel only problem.

If they try software drivers for openGL, I bet problem no happen on 
linux.

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[Warzone-dev] 2 Patches again...

2007-04-22 Thread vs2k5
Nobody commit these yet again?  Something wrong with them?
This fix crash  compile on MSVC 

Index: lib/ivis_common/pcx.c
===
--- lib/ivis_common/pcx.c   (revision 1162)
+++ lib/ivis_common/pcx.c   (working copy)
@@ -27,8 +27,7 @@
 
 #include ivispatch.h
 
-static const size_t PNG_BYTES_TO_CHECK = 4;
-
+#define PNG_BYTES_TO_CHECK  4
 static void wzpng_read_data(png_structp ctx, png_bytep area, 
png_size_t size)
 {
 
Index: src/gateway.c
===
--- src/gateway.c   (revision 1162)
+++ src/gateway.c   (working copy)
@@ -130,6 +130,7 @@
if (aZoneReachable != NULL)
{
free(aZoneReachable);
+   aZoneReachable=NULL;
}
 }
 
@@ -1058,6 +1059,7 @@
if (aNumEquiv)
{
free(aNumEquiv);
+   aNumEquiv=NULL;
}
if (apEquivZones)
{
@@ -1069,6 +1071,7 @@
}
}
free(apEquivZones);
+   apEquivZones=NULL;
}
gwNumZones = 0;
 }

--
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