Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[8154] branches/2.2/src/action.c

2009-09-18 Thread i-NoD
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

Re: [warzone2100-dev] OpenGL requirements for trunk

2009-10-01 Thread i-NoD
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

Re: [warzone2100-dev] [Warzone2100-commits] Changeset 8471 for trunk

2009-11-21 Thread i-NoD
I can't get why 7 of 8 bodies connectors were removed, but the their number was left unchanged. Any clues? I-NoD ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [warzone2100-dev] TCMask patch

2010-02-04 Thread i-NoD
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

Re: [warzone2100-dev] Displaying time / level name on releasebuilds?

2010-02-18 Thread i-NoD
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-18 Thread i-NoD
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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
(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

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
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 ___ W

Re: [warzone2100-dev] Remove armour hit sides

2010-02-19 Thread i-NoD
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. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [warzone2100-dev] Merging shaders into trunk

2010-03-06 Thread i-NoD
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 ___ Warzo

Re: [warzone2100-dev] Merging shaders into trunk

2010-03-06 Thread i-NoD
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 ___ Warzone-dev mailing list Warzone-dev@gna.

Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpoint support for texture coordinates in PIEs

2010-03-12 Thread i-NoD
with the exception to fxfproj.pie and fxincend.pie which are not used at all. i-NoD ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs

2010-03-13 Thread i-NoD
> 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

Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs

2010-03-13 Thread i-NoD
> 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

Re: [warzone2100-dev] [Warzone2100-commits] SF.net SVN:warzone2100:[10395] trunk/src/map.c

2010-03-21 Thread i-NoD
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 ___

Re: [warzone2100-dev] Bugs for next beta

2010-04-10 Thread i-NoD
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 ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [warzone2100-dev] require GLSL >= 1.20

2010-09-20 Thread i-NoD
e version directive is in this function: http://developer.wz2100.net/browser/trunk/lib/ivis_opengl/piestate.c#L213 - i-NoD ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev