the correct way to do it *is* to skip past all sound specific stuff from the game loop when --nosound is used. frankly, there's no reason at all to store any sound-related data in a savegame -- all you lose is about a second's worth of sounds that were initiated just before the save point, just as there is no noticable benefit to storing the animation frame index for cyborgs in a game like this. the benefit by not running all the sound specific stuff is that you save ticks, and not necessarily bring system requirements down, but along with other optimizations, keep them from skyrocketing upwards.
On Feb 5, 2008 2:26 PM, Gerard Krol <[EMAIL PROTECTED]> wrote: > > URL: > <http://gna.org/bugs/?10995> > > Summary: --nosound broken > Project: Warzone Resurrection Project > Submitted by: gerard_ > Submitted on: Tuesday 02/05/2008 at 22:26 > Category: Engine: Sound > Severity: 3 - Normal > Priority: 5 - Normal > Status: None > Assigned to: None > Originator Email: > Open/Closed: Open > Discussion Lock: Any > Release: svn/trunk > Operating System: GNU/Linux > Planned Release: None > > _______________________________________________________ > > Details: > > The --nosound command line option is broken, using it causes an assert: > > never : directory: script/binary > never : directory: script/data > never : file: SCRIPTVAL cam1a.vlo > wz : Loading script data cam1a.vlo > script : allocated space for 27 events > error : resGetDataFromHash: Unknown ID: 66d7b27 Type: WAV > error : Assert in Warzone: frameresource.c:579 : resGetDataFromHash > (psRes > != NULL), last script event: '<none>' > warzone2100: frameresource.c:579: resGetDataFromHash: Assertion `psRes != > ((void *)0)' failed. > > The way --nosound is implemented is wrong, it is better to act like > --dry-run, and perform all operations except the actual openall calls. > This > makes it that you can start a game with --nosound, save, start with > --sound, > and continue (with the sound playing as it would have > been).<https://mail.gna.org/listinfo/warzone-dev> >
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