[Warzone-dev] I would like to help!

2007-12-07 Thread Jason Goertzen
Well as I am still very nooby at programing (still starting ;)) I would like to help you test the code. I have tested a few games and allways rip them apart to find and fatal errors. I currently only run on mac OSX leopard. So if your still interested give me a shout! Thanks -Martyr Ops __

[Warzone-dev] [patch #875] Prevent player from driving camera through terrain

2007-12-07 Thread Per I. Mathisen
URL: Summary: Prevent player from driving camera through terrain Project: Warzone Resurrection Project Submitted by: per Submitted on: Friday 12/07/2007 at 20:32 Category: Feature

[Warzone-dev] [bug #10467] Docs shipped with .deb

2007-12-07 Thread Steven Koenig
URL: Summary: Docs shipped with .deb Project: Warzone Resurrection Project Submitted by: kreuvf Submitted on: Samstag 08.12.2007 um 00:32 Category: None Severity: 1 - Trivial

[Warzone-dev] [bug #10466] Artillery targeting problem

2007-12-07 Thread João Neves
URL: Summary: Artillery targeting problem Project: Warzone Resurrection Project Submitted by: coincident Submitted on: Friday 07/12/07 at 19:57 Category: Engine: Scripting Seve

Re: [Warzone-dev] [bug #10456] Texture seams are back again

2007-12-07 Thread Dennis Schridde
Am Freitag, 7. Dezember 2007 18:21:55 schrieb Per Inge Mathisen: > > furthermore, i believe it would be prudent to consider a redinition of > > mip-map levels by "pixel resolution" rather than "pixel dimension", so > > that i could, for example, design a 2048x2048 "tile" that has a 128x128 > > "pix

Re: [Warzone-dev] [bug #10456] Texture seams are back again

2007-12-07 Thread Per Inge Mathisen
On Dec 7, 2007 2:28 AM, Kevin Gillette <[EMAIL PROTECTED]> wrote: > i think that's a bit overkill -- if we're doing splatting, the point is that > no one texel is easily distinguishable where the splatting occurs, thus if > we implement splatting, we *should* use simple POT dimensions for our > tex