Re: [Warzone-dev] All sorts of problems
Has anyone had a chance to look into why the interface isn't appearing completely? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] All sorts of problems
Am Dienstag, 15. Mai 2007 schrieb Jose Ivey: -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? Ari blames my r1264 for this, so the changes are not that extreme that it would be impossible to find out. Actualy I consider the cleaned up mainloop worth the extra work of having to look at the diffs to figure out the problem. I will be too busy to have a serious look at this before the weekend. But I bet that this is caused by forgetting to call function X before switching to GS_NORMAL. (Actually it could also be that function Y is called now, even though it was not before. Eg. calling levLoadData caused crashes when I called it for GS_SAVEGAMELOAD, maybe this is similar.) --Dennis signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] All sorts of problems
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? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] All sorts of problems
Am Mittwoch, 16. Mai 2007 schrieb [EMAIL PROTECTED]: On Mon, 14 May 2007 23:24:23 -0400 Jose Ivey [EMAIL PROTECTED] 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? The idea behind it is that you would be able to run several systems at different tickrates extremely easy. You could probably even put them in seperate threads (given they share no data) and it would work with the same design. And actually, till now it is only an experiment of mine I came accross when building a framework for my terrain rendering experiments. Nothing that has gotten into the game in any way. Just the beneficial sideeffect of a mainloop cleanup has made its way into the trunk. As it seems there is at least one bug in it, but that will be sorted out, like it happens with other issues as well. --Dennis signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] All sorts of problems
On 5/14/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Montag, 14. Mai 2007 schrieb Ari Johnson: Here is a list of what I can see right now: 1. Many many lines of output that says (event handler):Undefined value No idea what you mean by this... The debug() output is broken? Actually, I have found that this probably comes from something other than Warzone. I was blaming Warzone for it being in my console log because of the new event-driven changes. False alarm here, I think. 2. Really ugly transport shadow - it darkens the whole area from the transport down to the ground. Is this on purpose? 3. Crash the first time a unit shoots its machine gun. The crash is at piedraw.c line 357, and comes from renderProjectile at display3d.c line 1261 which sets pIMD = psStats-pInFlightGraphic which is NULL 4. Pausing when in the background. I don't like this at all. I can make that configurable. That would be nice. I like to switch to IM windows and leave the game running while I have a quick conversation, sometimes. :) 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. That's odd. I get the full UI here. (At least I think I do.) Is there a difference in the order things are drawn or something? The UI stuff never has shown up on screenshots on the Mac so maybe it's related to how SDL draws things on the Mac. I don't know much about this stuff but maybe someone has a clue about what recent change (the past week or two) might be at fault. I could also go back one change at a time until it works, but that takes a lot of time that could be saved if anyone has a hint. 6. The exception handler appears to be basically worthless. What would I have to do to disable it on the Mac, so I can go toward a Mac-style solution to this (using Apple's built-in crash reporter or something)? lib/framework/exceptionhandler.c Just add a #if defined(WZ_OS_MAC) section to it. I'll try that. 7. If I go on an away mission and wait long enough instead of opening fire to crash under #3 above, then I still get the crash where the build locations are not on the map at droid.c line 3748. I have been getting this for a while, and it happens when a droid is built by a factory that is on my home base when I'm on an away mission. 8. I don't get any debugging output to the console anymore other than the #1 string above. That includes the ASSERT message in #7, which I always used to get. No idea why that happens... Maybe lib/framework/debug.c can reveal it? This one was my fault. It wasn't running with --debug. I may add a bit to make that happen automatically for Mac debug builds, to let you run it from within Xcode without having to go through all sorts of hoops to have --debug set. That's all I can find right now, but I'm sure more will turn up if I can get past the fact I don't have a user interface and it crashes the first time a shot is fired. I hope someone has some ideas for what's going wrong, since Warzone has been basically unplayable on the Mac since that #7 thing started happening, and it's just getting worse. I don't have enough spare time to debug everything without the people who introduced the bugs helping me out, so basically we don't have a Mac version right now. I want to fix that, but I just need some help in getting it done. I'd like to help where I can. If something I changed breaks something, just tell me. Besides of that I currently bother more about experimenting with how parts could be rewritten, which also might render one or the other problem solved. I don't keep close track of who changes what, but if I find something that's your fault I'll let you know. :) ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] All sorts of problems
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. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] All sorts of problems
-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? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev