Stephen Swaney wrote:
> Is this just a random small change in actionUpdateDroid() or does it
> affect something specific?
>
It's a small simplification, nothing serious. The whole DACTION_MOVEFIRE
case is a one big mess IMO. Consider this code (70 lines before my change):
if (psDroid->psAction
30.09.09, 03:57, "Zarel" :
> On Tue, Sep 29, 2009 at 6:44 PM, Zarel wrote:
> >> OpenGL 2.x is basically available on any Direct3D 9 compatible card
> >> (Except some Intel IGP). And how many people play Warzone on a Laptop?
> >
> > Considering laptops are now more popular on desktops, and college
I can't get why 7 of 8 bodies connectors were removed, but the their number
was left unchanged. Any clues?
I-NoD
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May I suddenly pop-up and add some notices?
> On Thu, Feb 4, 2010 at 1:25 AM, Guangcong Luo wrote:
>> 5 months ago, i-NoD wrote a patch to make teamcolors easier to implement.
>> I was wondering if anyone's tested this patch. It it's stable and
>> finished, we
Hello everyone,
>> We should probably give them better names, then... Aren't they
>> currently something really weird?
>
> Still, weird is better than nothing.
This is a good idea!
I've played the campaign on PSX and that was not quite yesterday :)
So I don't remember if there where any mission n
hould not remove this feature and start using it instead.
For example: a modeler could display a unit weakness by using a "glassed"
top with subsequent tweak to top armor level...
Plus the feature isn't too complex when compared with some
(this
will solve 4 and 5 for core game if you wish). I don't know for sure, but
maybe a majority of modders/people aren't aware of the feature? We could
re-announce it and just to see if it will interest someone. We could always
remov
x" gameplay.
It could be promoted into core game or purged after that, as it's clear for
me that mod-only feature (effectively unused) will not live long...
That's is the only option I see in contrast to removal...
i-NoD
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Fine, I got you point and will not object more.
And I already have one branch to keep up and there is no point to spread up
even more.
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to hard limit OpenGL level with 1.4. Quite a fallback I'd
say...
Its possible to switch it off TCMask completely or badly emulate with lesser
OGL if there is no OGL 1.4 in the system, but again, do we need this in
trunk?
i-NoD
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t; you already have, from the fact that the OS X build now has tons of
> warnings).
>
> -Zarel
Tons? There were only four in the last report... Anyway, keep'em coming.
:)
i-NoD
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with the exception to fxfproj.pie and fxincend.pie which are not used at
all.
i-NoD
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> I had not really considered the option of keeping two rendering paths
> for models, one for PIE2(/3) and one for a newer format. It is an
> interesting idea, since it will keep compatibility with pieslicer and
> older works.
>
> However, none of the difficult issues are solved this way. The bigge
> Perhaps I should say something more about my plans.
> I realized a while ago that moving over to WZM all at once would be
> really difficult, due to the incredibly complicated model drawing
> system in Warzone. So I began upgrading PIE models and drawing code
> simultaneously bit by bit.
> Removi
tes for 2.X, not for trunk and my 'fix' corrects
issue only for trunk.
I think, in fact, that second ticket should be closed as duplicate, with
additional message about my trunk commit in the first message. Original
problem still exists...
i-NoD
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tch to error pop-up window
My laptop don't have Reset button and I do noticed that its not required at
all...
i-NoD
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e version directive is in this function:
http://developer.wz2100.net/browser/trunk/lib/ivis_opengl/piestate.c#L213
-
i-NoD
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