RE: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread zz zz
From: Ranger Joe <[EMAIL PROTECTED]> Reply-To: Development list To: warzone-dev@gna.org Subject: [Warzone-dev] Upconverting WZ textures Date: Thu, 07 Dec 2006 07:58:17 +0200 Hi, I can't seem to be able to register on realtimestrategies.net - I still haven't got the confirmation email over

Re: [Warzone-dev] liboil: interesting for performance improvements, but GCC only

2006-12-05 Thread zz zz
AMD also has some matrix stuff that works on all platforms, but I don't think we need any of that, we will not really see any real speed improvements looking at the code. Anyway, about MSVC, I can't get the program to compile 'as is' with MSVC. Tons of errors, and I got the devpkg.7z & warzone

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 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] data storage format

2006-11-28 Thread zz zz
Fearthecute schreef: > Giel van Schijndel schrieb: >> I wouldn't mind seeing special purpose scripts written in Lua. Whenever >> your just storing data and describing object properties (which is just >> about all that is being done in data/stats/*.txt AFAIK) though I think >> XML is much more intu

Re: [Warzone-dev] Projectile Fixes

2006-11-28 Thread zz zz
mponent.imd.ymax is equal to z hitbox += display height of the component.img Am Dienstag, 28. November 2006 20:41 schrieb zz zz: + //Watermelon:fix turret pitch for more turrets + if (((DROID

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

[Warzone-dev] Projectile Fixes

2006-11-28 Thread 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 is in degree's ...) AA weapons can hit VTOL's relatively ea

Re: [Warzone-dev] Re: [Warzone-commits] r510 - in/trunk:data/mp/stats/weapons.txt data/stats/weapons.txtsrc/combat.csrc/order.c src/projectile.c src/stats.c src/statsdef.h

2006-11-28 Thread zz zz
Ain't it possible to hand psStats->penetrate directly over to scanf? And: The other flags use a "compareYes" function. Why is this not used for penetrate? --Dennis Sorry I don't know about this, I hope Watermelon is reading this. As a long term goal we should consider converting txt files into

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-14 Thread zz zz
From: Dennis Schridde <[EMAIL PROTECTED]> Reply-To: Development list To: Development list Subject: Re: [Warzone-dev] input.c changes and projectile.c fix Date: Mon, 13 Nov 2006 20:39:40 +0100 Am Montag, 13. November 2006 19:38 schrieb zz zz: > > > no,it's just 'rese

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
I mean generally for input handling... Wouldn't it be much simpler to just use SDL and in our eventhandler redirect specific events to special functions? (And not have another layer above it. (and not have 1001 places where events are handled, OffTopic)) --Dennis you cannot use the broken 'dou

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
> maybe I'll change it to psObj->type != OBJ_TARGET(camera object),there is > only 5 'types' of objects,not need to do that imo.Also,psObj is > BASE_OBJECT,adding new option/flag to that struct might break many things > including netcode... So we should have another item on the TODO? > becaus

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
What is this? + if (aKeyState[code] & KEY_RELEASED) + { + aKeyState[code] &= ~KEY_RELEASED; + } + if (aKeyState[code] & KEY_RELEASED) +

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
if (asProjNaybors[i].psObj->player != psObj->player && (asProjNaybors[i].psObj->type == OBJ_DROID || asProjNaybors[i].psObj->type == OBJ_STRUCTURE || asProjNaybors[i].psObj->type == OBJ_BULLET ||

Re: [Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
Ok, I'll do some heavy testing on mountain maps. ;) (Would it create a negative effects to use z for all? Like performance etc...) In wz,indirect projectile uses velocity XY(2d velocity) only,even though they looked like a trajectory.Using vector z when calculating predicted position for indire

[Warzone-dev] input.c changes and projectile.c fix

2006-11-13 Thread zz zz
wzinputpatch2.patch: 1.Changed mouse key KEY_STATE enum from 0,1,2,3,4 ... to 1,2,4,8,16 ... 2.Changed aMouseState[MAX_SCANS] from KEY_STATE to UBYTE 3.Changed the mouse 'key state' in inputProcessEvent to bitwise operation,prevously each 'key state' was exclusive,that's what makes 'double cl