One thing that would help immensely right now would be to see the
following screenshots taken on a PC (for my comparison and progress):
1. The part of the UI where you set up a new multiplayer game
2. In-game with the zoom all the way in
3. In-game with the zoom all the way out

#2 and #3 depend on the minimap being visible on your screenshot, of
course.  Thanks to anyone who can help me out here!


On 1/27/07, The Watermelon <[EMAIL PROTECTED]> wrote:

On 1/26/07, The Watermelon <[EMAIL PROTECTED]> wrote:
> On 1/26/07, Ari Johnson <[EMAIL PROTECTED] > wrote:
> > I don't have time to check the bug lists, but I'm just running these
> > by everyone in case they are Mac-only problems.  This is from the
> > latest subversion:
> >
> > 1. When you drag a rectangle to select multiple units, it comes up as
> > solid yellow with the unit brackets showing through but not the
> > terrain or units themselves.  Basically, anything 3D becomes solid
> > yellow.  Screenshots are attached.
> >
> > 2. The minimap view indicator (the yellow trapezoid) seems to scale
> > incorrectly, and goes inside out at some points.  Screenshots are
> > attached to show the two extremes of zooming out and then in.
> >
> > 3. Keys with Left Control shifting are off.  For instance,
> > Ctrl-left-arrow speeds up the simulation, Ctrl-minus sets it to 1.0
> > speed, and Ctrl-equal-sign slows it down a step.  Ctrl-Z, which used
> > to be "select all similar units" is now "jump to next factory".  I
> > don't know what might be causing this.
> >
> > 4. The output at the end of this message comes up just in the first
> > couple of stages of playing the campaign.
> >
> > 5. It crashes if you try to save the game at any point.  It appears to
> > come from endian_uword(&psSaveDroid->turretPitch[i])
online 6417 of
> > game.c.  I haven't had chance to look into this one yet but it looks
> > like "i" has a value of 46657 so I'm thinking what happens is numWeaps
> > gets endianized and then the loop from 0 up to numWeaps goes way too
> > far.  The way to fix this is to move the endianization of numWeaps to
> > after the loop, I think.
> >
> > That's all I have for now.  There are some other issues that I had but
> > they didn't come up in my test run tonight.  I will test run it later
> > this weekend to find the others, probably.  (If I don't save the game,
> > it will run longer so I can crash it doing something else.)  Let me
> > know if anyone has any ideas for #1-#4.  Of those, all of them are
> > relatively new other than the minimap thing.
> >
> > Ari
> 5.I added multiple info for turrent pitch and rotation to the
gamesave/load,though I never had that crash when saving/loading svn save
games,so I guess it's a platform depend problem...
>  A bit offset:just want to comment on current radar minimap,I think the
radar minimap is not very modern,drawing tons of 'moving lines' on radar is
weird,esp with multiple fast moving units like vtols being tracked on
sorry,I was tired 'offset' should be 'off-topic' =)

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