[Warzone-dev] New armor system test

2007-08-20 Thread The Watermelon
This one changes armor system from threshold to percentage reduction damage reduction is set to 1.5%^armor in this patch,so 100 armor(fully upgraded dragon has 100-120) will get approximately 78% damage reduction. wzarmour.patch Description: Binary data __

Re: [Warzone-dev] Twin weapon patch

2007-08-20 Thread The Watermelon
On 8/20/07, Freddie Witherden <[EMAIL PROTECTED]> wrote: > > > On 20 Aug 2007, at 18:03, The Watermelon wrote: > > > This patch makes weapon to shoot number of connectors projectiles > > in parallel and add muzzle flash to each connector(barrel) instead > > o

[Warzone-dev] Twin weapon patch

2007-08-20 Thread The Watermelon
This patch makes weapon to shoot number of connectors projectiles in parallel and add muzzle flash to each connector(barrel) instead of one with 'twin bullet gfx' and one muzzle flash centered MG2Mk1(Twin MG) damage increased from 14 to 10*2(dual mg bullet) MG2-VTOL(VTOL twin MG) damage increased

Re: [Warzone-dev] faction patch preview

2007-08-08 Thread The Watermelon
On 8/7/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > > On 8/7/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > this patch adds the following functionalities to script: > > > > 1.the ability to disable techshare > > 2.the ability to disable design

[Warzone-dev] faction patch preview

2007-08-06 Thread The Watermelon
this patch adds the following functionalities to script: 1.the ability to disable techshare 2.the ability to disable design 3.the ability to remove template from player template list(to remove the initial truck/mg viper) 4.the ability to set/get faction this patch adds a new chooser gui box betwe

Re: [Warzone-dev] issues with texture radar color loading function

2007-08-03 Thread The Watermelon
On 8/2/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > > On 8/2/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > 1.the sscanf target buffer in texLoad in texture.c was never incremented > by > > 'j' per loop,so all the tiles will have the first t

[Warzone-dev] issues with texture radar color loading function

2007-08-02 Thread The Watermelon
1.the sscanf target buffer in texLoad in texture.c was never incremented by 'j' per loop,so all the tiles will have the first tile's color. 2.%hh is a C99 feature,so it's not guaranteed to work properly with C89 compiler. the patch attached should fix the 2 problems listed,though it might not be o

Re: [Warzone-dev] [bug #9644] Fast clicking building options is slower

2007-08-02 Thread The Watermelon
On 8/2/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > > On 7/31/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > > On 7/31/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > > > When setting up building queues with lots of droids or cyborgs, I > us

Re: [Warzone-dev] [Warzone-commits] r2315 - /trunk/lib/ivis_opengl/textdraw.c

2007-08-02 Thread The Watermelon
On 8/1/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote: > > Author: muggenhor > Date: Wed Aug 1 22:50:27 2007 > New Revision: 2315 > > URL: http://svn.gna.org/viewcvs/warzone?rev=2315&view=rev > Log: > * move some variables into a more local scope (bool GotSpace, NewLine) > * add some comments >

Re: [Warzone-dev] [bug #9644] Fast clicking building options is slower

2007-07-31 Thread The Watermelon
On 7/31/07, Per I. Mathisen <[EMAIL PROTECTED]> wrote: > > > URL: > > > Summary: Fast clicking building options is slower > Project: Warzone Resurrection Project > Submitted by: per > Submitted on: Tuesday 07/31

[Warzone-dev] doubleclick patch again

2007-07-27 Thread The Watermelon
had to use a struct INPUT_STATE to store last key/mouse button down timestamp,also need include gtime to get 'gameTime' in UDWORD #define DOUBLE_CLICK_INTERVAL 500 is the constant for the interval between 2 singleclicks for doubleclick event in ms this patch fixes the following tempting features:

Re: [Warzone-dev] [bug #9598] Most projectiles miss their targets

2007-07-27 Thread The Watermelon
1.increased the hit radius of droids(from 'imd->radius' to 'imd->radius' * 2),since the imd radius is usually too small for proper collision. 2.fix a bug which skips the specified target of a projectile when testing collision. 3.removed the wpradius workaround,because 1. should fix the radius issue

Re: [Warzone-dev] [bug #9598] Most projectiles miss their targets

2007-07-26 Thread The Watermelon
On 7/26/07, Roman <[EMAIL PROTECTED]> wrote: > > > URL: > > > Summary: Most projectiles miss their targets > Project: Warzone Resurrection Project > Submitted by: troman > Submitted on: Thursday 07/26/2007 at 12

Re: [Warzone-dev] [patch #774] Limit extra weapons by weight

2007-07-23 Thread The Watermelon
On 7/22/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 7/22/07, Per I. Mathisen <[EMAIL PROTECTED]> wrote: > This patch adds a limitation to extra weapons (on multiweapon droids) by > weight. This will omit the largest and hence ugliest weapons from the extra > connector slots. Although app

[Warzone-dev] pie, multiturret and modelling issues

2007-07-15 Thread The Watermelon
There are multiple issues with the pie and modelling,which is one of reasons that frustrates GrimMoroe I believe,so I decided to list the issues there to ask others for possible solutions. 1.Connectors problems 1.1 Connector types Currently there is no way to tell what a conector does,while the c

Re: [Warzone-dev] the beginning of netcode hacks

2007-07-14 Thread The Watermelon
On 7/14/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: See http://wz2100.net/wiki/development:network_code I think that the current model is "good enough" for a 2.1 release, as long as we can add reconnect for dropped clients and get the send/receive stuff to work properly on all platforms.

Re: [Warzone-dev] excessive check in actionUpdateDroid

2007-07-07 Thread The Watermelon
On 7/7/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: Then the died flag will also have a random value. It just so happens that > 0 is a more common random value than == 0. This is, IMHO, not a fix at all. We should fix the root problem, not remove the warnings indicating that there is a probl

Re: [Warzone-dev] excessive check in actionUpdateDroid

2007-07-07 Thread The Watermelon
On 7/7/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 7/7/07, The Watermelon <[EMAIL PROTECTED]> wrote: > On 7/6/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > > On 7/6/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > > > removed

Re: [Warzone-dev] excessive check in actionUpdateDroid

2007-07-06 Thread The Watermelon
On 7/6/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 7/6/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > removed the excessive CHECK_DROID at the beginning of > actionUpdateDroid,because it already checks died flag/clear died ones. I do not understand. CHECK_DRO

Re: [Warzone-dev] excessive check in actionUpdateDroid

2007-07-06 Thread The Watermelon
On 7/6/07, The Watermelon <[EMAIL PROTECTED]> wrote: removed the excessive CHECK_DROID at the beginning of actionUpdateDroid,because it already checks died flag/clear died ones. oops forgot to attach the patch. exdroidcheck.patch Description: Binar

[Warzone-dev] excessive check in actionUpdateDroid

2007-07-06 Thread The Watermelon
removed the excessive CHECK_DROID at the beginning of actionUpdateDroid,because it already checks died flag/clear died ones. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

[Warzone-dev] another fix for ai.c

2007-07-06 Thread The Watermelon
should fix a missing died check when trying to copy target from friendly structure target[0] aitargetfix.patch Description: Binary data ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

[Warzone-dev] the beginning of netcode hacks

2007-07-04 Thread The Watermelon
A simple hack to make 'host player Id' visible to all players,I dont have the time to test it atm,though it should be a good start for bigger changes. I browsed thru the netcode stuff,seems with hostId visible to all players,the synchronization can be improved dramatically if we can find a way to

[Warzone-dev] action.c order.c problems

2007-07-04 Thread The Watermelon
Those files have become very unmanageable atm,because of those super long switch's,I think I need to do some clean up on them and add helper functions to make them more organized/remove the vertical breaks caused by those duplicated codes in switch cases,then fix some glitches with the target acqu

[Warzone-dev] excessive/wrong CHECK_PROJECTILE check in projectile.c

2007-07-04 Thread The Watermelon
there is a function being referenced externally by renderer code in projectile.c called 'gfxVisible',which is called after the projectile update,so sometimes it will have a 'died' psDest,because the 'died' check is performed in projectile update function(so a 'died' psDest is valid at the beginnin

Re: [Warzone-dev] [Warzone-commits] r1999 - /trunk/src/ai.c

2007-07-02 Thread The Watermelon
On 7/1/07, Per I. Mathisen <[EMAIL PROTECTED]> wrote: Author: per Date: Sun Jul 1 22:40:40 2007 New Revision: 1999 URL: http://svn.gna.org/viewcvs/warzone?rev=1999&view=rev Log: Missed two cases of pointer references to objects being set in src/ai.c. Fixed! Modified: trunk/src/ai.c

Re: [Warzone-dev] dangling pointer problem

2007-06-29 Thread The Watermelon
On 6/28/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 6/28/07, The Watermelon <[EMAIL PROTECTED]> wrote: > I noticed some of CHECK_PROJECTILE/CHECK_OBJECT are unnecessary and give > false alerts,because most of the time the functions should be able to figure > ou

Re: [Warzone-dev] dangling pointer problem

2007-06-28 Thread The Watermelon
I noticed some of CHECK_PROJECTILE/CHECK_OBJECT are unnecessary and give false alerts,because most of the time the functions should be able to figure out the objects who are marked as 'died' and will be GC'ed next frame,just did a 7 AI with slider maxed out run for few hours in MSVC(to make igno

Re: [Warzone-dev] dangling pointer problem

2007-06-26 Thread The Watermelon
On 6/26/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 6/26/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: > Am Dienstag, 26. Juni 2007 schrieb The Watermelon: > > There is a dangling pointer problem after a game object is > > destroyed/deleted in objmem.c,I thin

[Warzone-dev] dangling pointer problem

2007-06-26 Thread The Watermelon
There is a dangling pointer problem after a game object is destroyed/deleted in objmem.c,I think per has a reference count patch for that,but it's a bit complex,maybe the problem can be solved by simply delaying the destruction of the object by 1 game frame,so every object who has reference to it

[Warzone-dev] A possible fix for bogus psActionTarget

2007-06-26 Thread The Watermelon
aipsactiontargetfix.patch: fix a possible bug in ai.c,which may get a bogus/died droid,since it's done before the 'clean-up' in action.c iirc projfix.patch: fix bogus object pointer for psDamaged. aipsactiontargetfix.patch Description: Binary data projfix.patch Description: Binary data

Re: [Warzone-dev] a minor fix

2007-06-22 Thread The Watermelon
On 6/22/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote: The Watermelon schreef: > > a minor fix to avoid excessive harmless asserts by projectile validity > check macro when using memory debugger like MSVC when debugging. > I assume the problem you're trying to fix

[Warzone-dev] a weird construct component index corruption problem

2007-06-22 Thread The Watermelon
the component bit 'asBits[COMP_CONSTRUCT]' is corrupted after some time of gameplay(running with 7 ai players with 20x speed should trigger it in few minutes). It seems both asBits[COMP_CONSTRUCT] and asBits[COMP_SENSOR] are corrupted(random number between 100-255,construct should be in range of

[Warzone-dev] a minor fix

2007-06-22 Thread The Watermelon
a minor fix to avoid excessive harmless asserts by projectile validity check macro when using memory debugger like MSVC when debugging. Index: src/projectile.c === --- src/projectile.c(revision 1555) +++ src/projectile.c(worki

Re: [Warzone-dev] 2.0.7 again

2007-06-09 Thread The Watermelon
On 6/9/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Am Montag, 4. Juni 2007 schrieb Jose Ivey: > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Giel van Schijndel > > Sent: Monday, June 04, 2007 5:55 AM > > To: Development list > > Subject:

Re: [Warzone-dev] Code::Blocks project file?

2007-06-05 Thread The Watermelon
On 6/4/07, Kamaze <[EMAIL PROTECTED]> wrote: Someone has one for wz2100? Well, i use code::blocks for 2 years now and i would be happy if we could provide a C::B projectfile with warzone. For those which don't know C::B: www.codeblocks.org - Kamaze I made one manually before,but I am too la

Re: [Warzone-dev] [Warzone-commits] r1435 - /trunk/data/mp/stats/weapons.txt

2007-06-03 Thread The Watermelon
On 6/3/07, Roman <[EMAIL PROTECTED]> wrote: dfvdfvdfv > On 6/3/07, Roman <[EMAIL PROTECTED]> wrote: > Author: troman > Date: Sun Jun 3 15:09:48 2007 > New Revision: 1435 > URL: http://svn.gna.org/viewcvs/warzone?rev=1435&view=rev > Log: > Balance Changes > LasSat weapon: > -bl

Re: [Warzone-dev] [Warzone-commits] r1435 - /trunk/data/mp/stats/weapons.txt

2007-06-03 Thread The Watermelon
On 6/3/07, Roman <[EMAIL PROTECTED]> wrote: Author: troman Date: Sun Jun 3 15:09:48 2007 New Revision: 1435 URL: http://svn.gna.org/viewcvs/warzone?rev=1435&view=rev Log: Balance Changes LasSat weapon: -blast radius: increased from 2 tiles to 4.5 tiles -blast radius damage: increased from 10

Re: [Warzone-dev] Fwd: [Warzone-commits] r1422 - /trunk/ChangeLog

2007-06-01 Thread The Watermelon
On 5/31/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Am Donnerstag, 31. Mai 2007 schrieb Roman: > > Roman wrote: > >> (Kreuvf, I warn you I spit far and kick painfully :P), but nm, maybe > > > > I once met a camel like that... > > I once met a human who eventually decided to use a more appropr

Re: [Warzone-dev] [bug #9252] Multiple droid turrents look bad in some cases

2007-06-01 Thread The Watermelon
On 5/31/07, Per I. Mathisen <[EMAIL PROTECTED]> wrote: URL: Summary: Multiple droid turrents look bad in some cases Project: Warzone Resurrection Project Submitted by: per Submitted on: Thursday 05/31/2007 at 18:

Re: [Warzone-dev] multiweapon fix

2007-05-31 Thread The Watermelon
On 5/30/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: The attached patch might fix a crash I found with multiweapon droids, but Watermelon please take a look at it, because you wrote this, and I do not quite understand what it does. The key part is (in src/action.c:actionUpdateTransporter():

Re: [Warzone-dev] [Warzone-commits] r1415 - in /trunk/src: display3d.c display3d.h

2007-05-29 Thread The Watermelon
On 5/29/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Author: devurandom Date: Wed May 30 04:44:38 2007 New Revision: 1415 URL: http://svn.gna.org/viewcvs/warzone?rev=1415&view=rev Log: More verbose SVMESH members: - s[xyz] -> screen, w[xyz] -> water - Beware: Besides the name both are (probab

Re: [Warzone-dev] [bug #9237] errors on MSVC compile svn r1408

2007-05-29 Thread The Watermelon
On 5/29/07, Jose Ivey <[EMAIL PROTECTED]> wrote: URL: Summary: errors on MSVC compile svn r1408 Project: Warzone Resurrection Project Submitted by: urbanvoyeur Submitted on: Tuesday 05/29/2007 at 22:46

[Warzone-dev] crash when preview a water map(fishnet, little egypt etc) after a game

2007-05-21 Thread The Watermelon
how to reproduce: 1.start a game with any map w/ or w/o water 2.exit to main menu 3.select a water map in skirmish/map it should crash as soon as the game is pre-processing the map,but it doesnt happen if you load a water map without doing step 1.,so I guess the problem has something to do map da

Re: [Warzone-dev] hack to prevent transporters being blown up

2007-05-21 Thread The Watermelon
On 5/20/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote: Some people have reported problems when their transport got stuck that they couldn't blow it up. (E.g . http://wz2100.net/forum/index.php?topic=606.0 ) This is most certainly the direct result from a so called "hack to prevent Transporte

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-19 Thread The Watermelon
On 5/19/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Am Samstag, 19. Mai 2007 schrieb The Watermelon: > this patch is by no means working properly,but with these 2 things fixed it > should be usable: > > 1.Change terrain vertices back to int/change float multiplication/divi

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-19 Thread The Watermelon
On 5/19/07, Kamaze <[EMAIL PROTECTED]> wrote: Well, i know that the current moddeling format uses real numbers only (int) and that it would be a bunch of work to port it to a floating number system. no it's not hard. I already did it,but patch is dead/conflicted because of recent changes and

Re: [Warzone-dev] Push out 2.0.7?

2007-05-13 Thread The Watermelon
On 5/13/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Hi everyone! I wonder whether we should already push out 2.0.7. We should have a look what was fixed in branches/2.0 since 2.0.6 (~r1010) and what should be fixed. Major changes currently are: Autopackage should work better, Masterserver

Re: [Warzone-dev] Event based mainloop

2007-05-13 Thread The Watermelon
On 5/12/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Am Sonntag, 13. Mai 2007 schrieb Dennis Schridde: > Small update, now in sync with r1265. Also hardcoded the FPS again. This > time to 25 FPS / 40ms. > Anything below 200FPS / 10ms is strongly not recommended. (The game will > not react anym

Re: [Warzone-dev] Savegames broken in trunk

2007-05-13 Thread The Watermelon
On 5/12/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: When I try to open a 2.0 savegame with the trunk, I get an error (unexpected end of file or similar). Does anyone know why this is and when it broke? If savegames require new features, a handler for a new version should be created instead of

Re: [Warzone-dev] [Warzone-commits] r1243 - in /trunk: lib/framework/frame.c lib/framework/input.c lib/framework/input.h lib/gamelib/gtime.c src/loop.c src/main.c src/multiopt.c

2007-05-09 Thread The Watermelon
On 5/7/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Author: devurandom Date: Mon May 7 22:24:34 2007 New Revision: 1243 URL: http://svn.gna.org/viewcvs/warzone?rev=1243&view=rev Log: - Some more housekeeping. - Warzone reacts on loss of focus again! Modified: trunk/lib/framework/frame.c

Re: [Warzone-dev] Two turrets per body?

2007-05-09 Thread The Watermelon
On 5/8/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: On Tue, 08 May 2007 12:10:10 -0400 The Watermelon <[EMAIL PROTECTED] > wrote: >On 5/7/07, Jose Ivey <[EMAIL PROTECTED]> wrote: > >> I tried three turrets and ran into an unhandled exception here >in &

Re: [Warzone-dev] Two turrets per body?

2007-05-08 Thread The Watermelon
On 5/7/07, Jose Ivey <[EMAIL PROTECTED]> wrote: I tried three turrets and ran into an unhandled exception here in actionUpdateDroid from action.c What kind of the combination you used for the 3 turret droid? the values of the psActionTarget[0] seems to be valid,the only problem that could cau

Re: [Warzone-dev] Assertion failed

2007-05-05 Thread The Watermelon
On 5/4/07, Jose Ivey <[EMAIL PROTECTED]> wrote: Build 1226, XP sp2, MSVC, Debug Mode Single Player Skirmish, 8p t3, 2 teams, Clover map Error occurred during Game start: map.c Line 1325 Expression: x<((mapWidth)*128) AND map.c Line 1327 Expression: y<((mapHeight)*128) Breakpoint triggered

Re: [Warzone-dev] [patch #730] movement patch

2007-05-03 Thread The Watermelon
On 5/3/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: > Carl Hee Is that your real name? Would you mind being added to the AUTHORS list under that name? --Dennis nope,it's my English name + family name resembled by English characters,feel free to include it in AUTHORS list or you can just sti

Re: [Warzone-dev] movement patch

2007-05-03 Thread The Watermelon
On 5/3/07, The Watermelon <[EMAIL PROTECTED]> wrote: On 5/3/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote: > > The Watermelon schreef: > > 1.added doxygen comments to various functions in move.c,fpath.c > > 2.changed fpathDistToTile to use actual world coord

Re: [Warzone-dev] movement patch

2007-05-03 Thread The Watermelon
On 5/3/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote: The Watermelon schreef: > 1.added doxygen comments to various functions in move.c,fpath.c > 2.changed fpathDistToTile to use actual world coords and TrigIntSqrt > table to calculate distance instead of tile coords arithmet

Re: [Warzone-dev] loop.c change?

2007-05-02 Thread The Watermelon
On 5/2/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote: I assume that with all these options you mean to somehow prioritize the game logic above I/O ? Events seem the easiest way of controlling that. Threads will gain us little while costing a lot of trouble. The main reason for using threads

Re: [Warzone-dev] Warzone networks code

2007-05-02 Thread The Watermelon
On 5/1/07, The Noid <[EMAIL PROTECTED]> wrote: [EMAIL PROTECTED] wrote: > On Wed, 02 May 2007 00:40:24 -0400 The Watermelon > <[EMAIL PROTECTED]> wrote: >> After looking at both gamelogics and netcode of wz relatively >> extensively,I figured out that it&#x

Re: [Warzone-dev] Warzone networks code

2007-05-01 Thread The Watermelon
On 5/1/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: What to do with current networks code in WZ? Try to fix, any one good at network code/problems in latency/sych? Or should we just use game network libs that is open source that handle code for dial modem users or LAN users? I know we tal

Re: [Warzone-dev] Warzone playability change to much?

2007-05-01 Thread The Watermelon
On 5/1/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: If you compare original with current version, you can makes very unbalance units. What can be done about this? Make adding more weapons much more expensive or make unit fire allot slower, move slower? How to decide? AI no build multiple w

Re: [Warzone-dev] Pieslicer and PIE question?

2007-05-01 Thread The Watermelon
On 5/1/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: On Tue, 01 May 2007 22:20:01 -0400 Jose Ivey <[EMAIL PROTECTED]> wrote: >> -Original Message- >> [mailto:[EMAIL PROTECTED] On Behalf Of >[EMAIL PROTECTED] >> Sent: Tuesday, May 01, 2007 3:35 PM >> To: Development list >> Subject: [W

[Warzone-dev] A few question about the renderer

2007-04-30 Thread The Watermelon
1.what is PIE_RAISE/PIE_HEIGHT_SCALED?is possible to get rid of them?cos I want to pre-calculate the vertices and texture coords of each polygon and cache them in a display list in IMDShape struct during imd loading,and these 2 are the only pie flags that modifies the geometric info directly on th

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 fl

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 seve

Re: [Warzone-dev] mingw/msys errors help?

2007-04-28 Thread The Watermelon
On 4/28/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: rev 1192: $ ./autogen.sh + checking for xgettext >= 0.15 ... You must have xgettext installed to compile . Download the appropriate package for your distribution, or get the source tarball at ftp://ftp.gnu.org/pub/gnu/gettext/ + checking

[Warzone-dev] projectile fixes and flatten imd fixes

2007-04-28 Thread The Watermelon
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. projfix13b.patch Description: Binary data wzflattenimdfix.patch Description: Binary data _

[Warzone-dev] projectile fixes

2007-04-28 Thread The Watermelon
this should fix out of map range problems with projectiles.Thanks to The_Noid for the backtraces. projfix13.patch Description: Binary data ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

[Warzone-dev] a minor fix for targetAttackWeight

2007-04-28 Thread The Watermelon
fixed(hopefully) an assert/crash with null 'died' droid(all bits set to 0) got passed to targetAttackWeight,now it checks the 'died' flag of the target droid,in addition to the BASE_OBJECT psTarget NULL check at the beginning of that function. wzaifix.patch Description: Binary data _

Re: [Warzone-dev] patch testing?

2007-04-26 Thread The Watermelon
On 4/26/07, Ari Johnson <[EMAIL PROTECTED]> wrote: Ah, upgrading to that revision helped. The next crash happens early on in the second transport mission, with: error : the build locations are not on the map error : Assert in Warzone: /Users/ari/work/warzone/macosx/../src/droid.c:3748 : bu

[Warzone-dev] new projectile fix

2007-04-26 Thread The Watermelon
1.Added a check to ensure the new SDWORD tarX and SDWORD tarY are positive before being passed to proj_SendProjectile as UDWORD(which was done in the removed crash-proof codes in map_Height function I think),thanks to Hikaru for triggering the crash with tons of flamer cyborgs/droids projfix12.p

Re: [Warzone-dev] hardpoint turret imd missing in head rev

2007-04-26 Thread The Watermelon
I didnt pay heed to the changes to pie files,so I was using the old struct pies with the head revision,which caused the problem.Sorry for the wrong report. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] hardpoint turret imd missing in head rev

2007-04-25 Thread The Watermelon
On 4/24/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 4/24/07, The Watermelon <[EMAIL PROTECTED]> wrote: > the turret imd(any weapon) on hardpoint is missing in game with the head > rev,it worked fine in few revision That is really odd. We have not removed any IM

[Warzone-dev] hardpoint turret imd missing in head rev

2007-04-24 Thread The Watermelon
the turret imd(any weapon) on hardpoint is missing in game with the head rev,it worked fine in few revision ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] Ignored patches

2007-04-23 Thread The Watermelon
On 4/23/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 4/23/07, The Watermelon <[EMAIL PROTECTED]> wrote: > I noticed a large portion of member/user supplied patches are simply ignored > atm. Sorry. I can only speak for myself, but I have been very busy and I will be ve

Re: [Warzone-dev] [Warzone-commits] r1164 - /trunk/lib/ivis_opengl/screen.c

2007-04-23 Thread The Watermelon
On 4/22/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote: Angus Lees schreef: > On 4/23/07, *Per Inge Mathisen* <[EMAIL PROTECTED] > > wrote: >> On 4/23/07, Giel van Schijndel <[EMAIL PROTECTED] > >> wrote: >>> * Use a variable sized array for

[Warzone-dev] Ignored patches

2007-04-23 Thread The Watermelon
I noticed a large portion of member/user supplied patches are simply ignored atm. For the mailinglist vs2k5 and I have quite a few without replies or reason why it cant be made into the trunk,for the bug tracker and forum,there are also quite a few patches supplied by user or bug reporter bein

Re: [Warzone-dev] 3 bug fixes for projectile

2007-04-22 Thread The Watermelon
On 4/22/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Please stop sending everything ziped. You saved us 1KB of download size, but kicked a user out of the list... I really see no sense in this. --Dennis This is a Mailman mailing list bounce action notice: Action: Subscription disabled. R

Re: [Warzone-dev] improved doubleclick input.c patch

2007-04-18 Thread The Watermelon
On 4/18/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Am Mittwoch, 18. April 2007 schrieb The Watermelon: > Anyways,attached the updated patch with > the redundant checks removed and added comments: Question: Why do you zip a 10KB patch? to protect against potential corrupt

Re: [Warzone-dev] improved doubleclick input.c patch

2007-04-17 Thread The Watermelon
On 4/17/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote: Dennis Schridde schreef: > Am Dienstag, 17. April 2007 schrieb The Watermelon: > >> replaced the frame timer with SDL Ticks timer,and added a '#define >> DOUBLECLICK_TIME 300',so 2 singleclicks within

Re: [Warzone-dev] smaller per-pie texture vs bigger texture page?

2007-04-17 Thread The Watermelon
On 4/16/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: >Bigger texture page(enlarging exist texture pages) >pros: >1.require no pie changes >2.easier to implement,requires zero source changes > >cons: >1.slower opengl texturing due to increased texture(256x256/512x512 >to >512x512/1024x1024) >

[Warzone-dev] coding convention in recent commits

2007-04-17 Thread The Watermelon
I just noticed more and more recent commits are not following the code convention here http://wz2100.net/wiki/development:coding_style: 1. *if (foo)* *test();* 2. *if (foo) {* *test();* *}* 2 might be tolerable since it still has the curly braces like the original wz source did,which make the

[Warzone-dev] smaller per-pie texture vs bigger texture page?

2007-04-16 Thread The Watermelon
To list the advantages and disadvantages of them Smaller per-pie texture: pros: 1.faster opengl texcoords2f due to the reduced texture size(128x128 or 256x256 should be enough for most pies) 2.no space waste 3.easier to use for modeller cons: 1.need to re-texture all exist pies... 2.source chan

[Warzone-dev] unfinished patches

2007-04-16 Thread The Watermelon
Just wonder if these features are still desired or not,cause most of them are from RTS.net(the old threads mega-bumped by Rman Virgil): 1.finite ammo + rearm facility + rearm components 2.shipyard/barracks/airfield 3.factions 4.the ability to completely disable tech share/design in mp via script

Re: [Warzone-dev] [PATCH] VTOL flying in circles - fixed

2007-04-07 Thread The Watermelon
On 4/7/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Patch from Noid posted on forums: http://wz2100.net/forum/index.php?topic=291.0 --- I figured I'd just give it a shot, and, as my first attempt at C, change the direction to FRACT. And it seems it worked. Units turn at the correct speed, rega

Re: [Warzone-dev] rev 970 breaks at end of mission 1 (crash)

2007-04-03 Thread The Watermelon
On 4/2/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: On Mon, 02 Apr 2007 04:26:39 -0400 The Watermelon <[EMAIL PROTECTED]> wrote: >this problem usually happens when objects are incompatible with >each >other,try doing a cleanup and full-recompile and see if this cures &

Re: [Warzone-dev] Roadmap for 2.1

2007-04-02 Thread The Watermelon
On 4/2/07, Kamaze <[EMAIL PROTECTED]> wrote: Well, we have http://wz2100.net/wiki/development:future_ideas and 2.0.6 is afaik the last release in the 2.0.x branch. So, maybe setup a small roadmap what we really want to implement in 2.1? Maybe it helps a bit, if someone can't decide what he want

Re: [Warzone-dev] rev 970 breaks at end of mission 1 (crash)

2007-04-02 Thread The Watermelon
On 4/1/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: Tried 2 times, both times it crash same place. in treap.c line 314: switch (cmp(key, psRoot->key)) key 0x0013eef4 void * psRoot->key 0x000c void * Crash in cmp...because psRoot->key i

[Warzone-dev] mini patch to improve shadow performance

2007-03-31 Thread The Watermelon
a mini patch separated from my old obsolete draw patch and make it compatible with gerard_'s recent improvements: 1.added Vector3f to shadowcastingshap struct to store the light info 2.changed shadow loop to accept another BOOL to determine whether to store light info from the first pass into sha

Re: [Warzone-dev] crash dump for segfault in actionUpdateDroid - svn v. 930

2007-03-30 Thread The Watermelon
looks like it's a non-combat droid triggered crash...maybe it's helpbuild or build order on invalid target/from invalid builder unit or a repair droid... ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

[Warzone-dev] Re: [Warzone-commits] r928 - in /trunk: lib/ivis_opengl/piedraw.c src/bucket3d.c src/display3d.c src/effects.c src/effects.h src/mapgrid.c

2007-03-27 Thread The Watermelon
On 3/27/07, Gerard Krol <[EMAIL PROTECTED]> wrote: Author: gerard_ Date: Tue Mar 27 15:56:36 2007 New Revision: 928 URL: http://svn.gna.org/viewcvs/warzone?rev=928&view=rev Log: Tweaks and optimisations for CPU usage. Tiles are no longer added to the bucket sort, and the size of the bucket arra

Re: [Warzone-dev] Gettext support

2007-03-24 Thread The Watermelon
On 3/24/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: The attached giant patch adds gettext support for Warzone, and the beginnings of a Norwegian translation. There are a number of caveats: It moves all strings defined in the C code back into the C files using gettext instead of using the s

Re: [Warzone-dev] [Fwd: 2.06 crash, Windows mini dump]

2007-03-22 Thread The Watermelon
On 3/22/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Am Donnerstag, 22. März 2007 schrieb Tim Perrei: > Original-Nachricht > From: - Thu Mar 22 11:39:57 2007 > Sender: "Jose Ivey" <[EMAIL PROTECTED]> > > Beta campaign, r909 Do we have any further information? The info includ

Re: [Warzone-dev] Doxygen source code comments

2007-03-18 Thread The Watermelon
On 3/17/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: I did DoxyComments in the header before, because that way they are easily accessible when you have a look at the declaration. No need to search for the definition. (Which is usualy at line 3276 in an ugly formated code file not ordered like

Re: [Warzone-dev] [bug #8723] FPE in skirmish on amd64 with r867

2007-03-18 Thread The Watermelon
On 3/17/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Am Samstag, 17. März 2007 schrieb The Watermelon: > On 3/16/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: > > It might be safe to ignore it, but the real problem is: Why does the > > NULLDROID > > exist i

Re: [Warzone-dev] x >> TILE_SHIFT vs. x / TILE_UNITS

2007-03-18 Thread The Watermelon
On 3/18/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: On 3/17/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: > Actually C has it's own fast, small and efficient bitfield specifications... > That should be by far the most optimized way to implement a bitfield, since it > is done on compiler le

Re: [Warzone-dev] [bug #8723] FPE in skirmish on amd64 with r867

2007-03-17 Thread The Watermelon
On 3/16/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: It might be safe to ignore it, but the real problem is: Why does the NULLDROID exist in the 1st place? When it died, shouldn't it be removed immediately and completely instead of just partly? Why is the dead droid replaced with a NULLDROID a

Re: [Warzone-dev] [bug #8723] FPE in skirmish on amd64 with r867

2007-03-15 Thread The Watermelon
On 3/15/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: Besides the guy in the forums? No... IF this is another 64bit problem, then maybe there is some pointer failure going on, resulting in NULLDROIDs getting produced? Or instead of selecting a correct droid (in the target selection algorithm) i

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