Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-05-01 Thread Giel van Schijndel
Dennis Schridde schreef: > Am Montag, 30. April 2007 schrieb The Watermelon: > >> Added max width/height safety checks to projectile inflight functions to >> prevent out of bound crashes from happening when creating new >> projectiles(penetrated projectile) in those functions.(Reported by Hikaru

Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-05-01 Thread Dennis Schridde
Am Montag, 30. April 2007 schrieb The Watermelon: > Added max width/height safety checks to projectile inflight functions to > prevent out of bound crashes from happening when creating new > projectiles(penetrated projectile) in those functions.(Reported by Hikaru > few days ago) Is this already ap

Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-04-30 Thread The Watermelon
Added max width/height safety checks to projectile inflight functions to prevent out of bound crashes from happening when creating new projectiles(penetrated projectile) in those functions.(Reported by Hikaru few days ago) projfix14.patch Description: Binary data

Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-04-29 Thread The Watermelon
Forgot to include projectile.c changes in projfix13d,fixed version: projfix13e.patch Description: Binary data ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-04-29 Thread The Watermelon
On 4/29/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 4/29/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > Attached fixed projfix13a and the fixes for flattenimd crash which was > reported in forum a few days ago. Here is a reworked version of the patch for the flattenimd issue. There w

Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-04-29 Thread Per Inge Mathisen
On 4/29/07, The Watermelon <[EMAIL PROTECTED]> wrote: > Attached fixed projfix13a and the fixes for flattenimd crash which was reported in forum a few days ago. Here is a reworked version of the patch for the flattenimd issue. There were some problems with switching MAX/MIN and missing -1 for i

Re: [Warzone-dev] projectile fixes and flatten imd fixes

2007-04-29 Thread The Watermelon
On 4/28/07, The Watermelon <[EMAIL PROTECTED]> wrote: had a copynpaste error in projfix13,sorry about that. Attached fixed projfix13a and the fixes for flattenimd crash which was reported in forum a few days ago. Bumped a bit and re-created with the head,because both problems are severe,and

Re: [Warzone-dev] Projectile fixes(SP)

2006-12-02 Thread Dennis Schridde
Watermelon, you do a lot with weapon classes and stuff. I just found a function in src/hci.c which might be useful to you: UDWORD getWeaponMajorClass(WEAPON_STATS *psWeapStats) It is currently not used there and got removed by me. If you need it, just move it over to some better place and modify i

Re: [Warzone-dev] Projectile fixes(SP)

2006-12-01 Thread Dennis Schridde
Am Freitag, 1. Dezember 2006 15:17 schrieb zz zz: > this one includes previous patch projfix5a,b,c,d,e etc > > 1.Fixed crashes when firing at baba people,baba vehicle in singleplayer > campaign(thanks to hikaru-orly for the crash reports) > > sorry if this one is duplicated,it seems my previous one

Re: [Warzone-dev] Projectile Fixes

2006-12-01 Thread zz zz
You can always do the cheap rectangular hit box check first, and then only do the radius check if that indicates a possible hit - should be fairly cheap since most objects are going to be clear misses (until you start lobbing nukes from your 3 turret mega-units). Basic clipping-style tests. (And

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Angus Lees
On 11/29/06, zz zz <[EMAIL PROTECTED]> wrote: >Again just curious: When I thought about an own engine (a long while ago) I >had the idea to use "hitbubbles" instead of hitboxes, so I don't need to >check whether something is between all sides of the box, but only need to >compare the distance to

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Per Inge Mathisen
On 11/29/06, Dennis Schridde <[EMAIL PROTECTED]> wrote: What I just thought of (totally off topic): Does perhaps GL offer some way of doing vector math like this? (Add 2 vectors and calculate it's length.) No, but you can abuse shaders to do it, if you are really desperate for more speed ;-) Th

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread zz zz
So you use the real size of the turrets to calculate the hitbox? not real size but to append the 'height' of a turret imd to the z hitbox radius of a ground non-cyborg droid It would be something like sqrt( (x1-x2)^2 + (y1-y2)^2 + (z1-z2)^2 ) < radius So yes, you are probably right. With all t

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Dennis Schridde
Am Mittwoch, 29. November 2006 07:25 schrieb zz zz: > >This is not really your definition of "square" is it? ;) > >+radSquared = psStats->radius * psStats->radius * > >psStats->radius; > > that is radCuded,to save a temporary variable in that function,I used the > same variable name fo

Re: [Warzone-dev] Projectile Fixes

2006-11-28 Thread zz zz
This is not really your definition of "square" is it? ;) + radSquared = psStats->radius * psStats->radius * psStats->radius; that is radCuded,to save a temporary variable in that function,I used the same variable name for radSquared and radCuded. Why are those many ifs included

Re: [Warzone-dev] Projectile Fixes

2006-11-28 Thread Dennis Schridde
Am Dienstag, 28. November 2006 20:41 schrieb zz zz: + //Watermelon:fix turret pitch for more turrets + if (((DROID *)psAttacker)->numWeaps > 0) + { + if (weapon_slot >= 0)

Re: [Warzone-dev] Projectile Fixes

2006-11-28 Thread Dennis Schridde
Am Dienstag, 28. November 2006 12:53 schrieb zz zz: > List of fixes: > 1.Fixed a crash when firing the 2nd/3rd indirect weapon in combFire in > combat.c. > 2.Fixed target prediction finally(confused by x,y,z in pie and x,y,z in > game and swapped the sin and cos and never thought droid->sMove.dir i

Re: [Warzone-dev] Projectile Fixes

2006-11-28 Thread Giel van Schijndel
zz zz schreef: >> When applying your patch I'm getting compiler errors, these to be >> precise: >> > feature.h: In function `void proj_ImpactFunc(PROJ_OBJECT*)': >> > feature.h:54: error: too many arguments to function `BOOL >> > featureDamage(FEATURE*, UDWORD, UDWORD)' >> > projectile.c:2081: erro

Re: [Warzone-dev] Projectile Fixes

2006-11-28 Thread zz zz
When applying your patch I'm getting compiler errors, these to be precise: > feature.h: In function `void proj_ImpactFunc(PROJ_OBJECT*)': > feature.h:54: error: too many arguments to function `BOOL > featureDamage(FEATURE*, UDWORD, UDWORD)' > projectile.c:2081: error: at this point in file > featu

Re: [Warzone-dev] Projectile Fixes

2006-11-28 Thread Giel van Schijndel
zz zz schreef: > List of fixes: > 1.Fixed a crash when firing the 2nd/3rd indirect weapon in combFire in > combat.c. > 2.Fixed target prediction finally(confused by x,y,z in pie and x,y,z > in game and swapped the sin and cos and never thought droid->sMove.dir > is in degree's ...) AA weapons can h

Re: [Warzone-dev] Projectile Fixes

2006-11-28 Thread Giel van Schijndel
zz zz schreef: > List of fixes: > 1.Fixed a crash when firing the 2nd/3rd indirect weapon in combFire in > combat.c. > 2.Fixed target prediction finally(confused by x,y,z in pie and x,y,z > in game and swapped the sin and cos and never thought droid->sMove.dir > is in degree's ...) AA weapons can h