I don't think reverting, re-reverting, re-commiting, re-implementing,
etc this 'feature' is doing us any good. Let's just keep it as it is
until we have know where the real problem is and have the time to fix
it properly.
- Per
___
Warzone-dev
On Mon, Apr 12, 2010 at 9:13 PM, buginator buginato...@gmail.com wrote:
Reading some tickets suggest that it makes things worse, like from
this one. http://developer.wz2100.net/ticket/1360,
Erm, that ticket refers to a commit that was already reverted.
besides the reports on the forums.
I
On 4/4/10, Guangcong Luo za...@wz2100.net wrote:
I think the bMultiMessages change I committed may have made the sync
worse, so I guess it should be reverted once again. This is really
frustrating, because it really does fix seven different bugs relating
to bMultiPlayer having an
On Mon, Apr 12, 2010 at 8:21 PM, buginator buginato...@gmail.com wrote:
This hasn't been reverted yet any reason why not?
If you don't have time, then specify which revisions need to be
reverted, and I can do it.
Because it's unclear whether or not it's actually caused any sync
problems -
On 4/12/10, Guangcong Luo wrote:
On Mon, Apr 12, 2010 at 8:21 PM, buginator wrote:
This hasn't been reverted yet any reason why not?
If you don't have time, then specify which revisions need to be
reverted, and I can do it.
Because it's unclear whether or not it's actually
On 4/7/10, Safety0ff wrote:
For fire effects (not only oil well fires,) the _killEffect_ function
retrieves the tile from the position (Vector3f,) and clears the fire bit
of that tile. Effect times seem to use integers.
If you don't believe me then look at the _killEffect_ function, it is
C yp wrote:
Think the main part is power, movement and experience. Think
floating-point might be (mis)used a few other random places, but
probably nowhere that isn't easy to fix. Think it's used all over the
place in src/effects.c, but that file _shouldn't_ affect the game
state (except that
On Mon, Apr 5, 2010 at 2:52 AM, Guangcong Luo za...@wz2100.net wrote:
Looks like the ML is back up.
On Sat, Apr 3, 2010 at 2:27 PM, buginator buginato...@gmail.com wrote:
...
...
The network code, AFAICT, we do not have any network related crashes anymore.
Yes, we got sync issues, but the 2.3
On Mon, Apr 5, 2010 at 9:17 AM, C yp cyp...@gmail.com wrote:
3 possible solutions:
1. Get windows to do floating point correctly.
2. Convert everything to C++, and typedef float Float; on Linux/Mac,
and class Float { ... }; on windows.
3. Use integers only. (Fixed point, that is.)
What parts
On Mon, Apr 5, 2010 at 2:50 PM, Per Inge Mathisen
per.mathi...@gmail.com wrote:
On Mon, Apr 5, 2010 at 9:17 AM, C yp cyp...@gmail.com wrote:
3 possible solutions:
1. Get windows to do floating point correctly.
2. Convert everything to C++, and typedef float Float; on Linux/Mac,
and class
On 4/5/10, C yp wrote:
On Mon, Apr 5, 2010 at 2:52 AM, Guangcong Luo wrote:
Looks like the ML is back up.
On Sat, Apr 3, 2010 at 2:27 PM, buginator wrote:
...
...
The network code, AFAICT, we do not have any network related crashes
anymore.
Yes, we got sync issues, but the
Before I left, I was told there was going to be some balance changes,
and I haven't seen any for the beta 12 release, besides the
penetration fix for the cannons. Is this still going to happen?
The autoload of mods.
This is still causing issues, as can be seen by trac tickets where
people forget
Looks like the ML is back up.
On Sat, Apr 3, 2010 at 2:27 PM, buginator buginato...@gmail.com wrote:
Before I left, I was told there was going to be some balance changes,
and I haven't seen any for the beta 12 release, besides the
penetration fix for the cannons. Is this still going to
On 4/4/10, Guangcong Luo za...@wz2100.net wrote:
Looks like the ML is back up.
Better late then never...
Man, we had a long IRC debate over this.
Yeah, this mail was before that conversation.
When Buginator removed the autoload feature in the 2.2 betas, I was
under the impression that he
On Sun, Apr 04, 2010 at 05:52:15PM -0700, Guangcong Luo wrote:
The autoload of mods.
This is still causing issues, as can be seen by trac tickets where
people forget about mods that are in that directory.
That was one of the main reasons why we disabled it in the first place.
If we
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