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Posted by Dennis Schridde on June 16, 2006 - 11:45:
>I got it also compiling on MSVC 2k5 E!
>(I am using this, works well. Fell in love with MSVS. ;) )
>And it runs well, as long as you dont compile a debugbuild (DEBUG
defined).
>The reason, why it compiles but doesnt run in debugmode is still
hidden.
>I can commit the project files to SVN if you like.
>(The libs (win32 compiled) and headers are allready on the
download server,
>see http://download.gna.org/warzone/snapshots/windows/extras/)

Yes, one of our members wants to check this out, so stick it in
that same
directory if at all possible.


>I'd say you best ask here what exact routine you want to know
about and
>someone will tell you who probably knows most about it...

We were looking at the gfx engine, and the networking code.
For the gfx engine, what would it take to introduce some of the
newer
features of openGL?  The one guy that looked at it, said it looks
like it
would need a full rewrite, and he just doesn't have that kind of
time.
For the networking code, how close is it to the original source
code in
terms of feature for feature?  Was it a direct mapping of functions
in a
1 to 1 basis, or was stuff skipped/left out because there was no 1
to 1
call that did the same thing?  Was there any documentation of the
protocol that was used?   Did the original suffer the same network
issues that the current versions suffers from? Mainly we get out of
sync, and sometimes, it goes hellish fast for some reason we have
not
been able to determine.
Has this code base been put through a profiler to see where most of
the
game time is spent?


>PS: Who is the "we" you are talking about?

"We" are a bunch of grunts, that play this game on our downtime.
We still feel this is one of the better RTS games out, even though
it is
quite old.

Team DB : out!
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