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
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
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
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
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
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
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
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
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
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
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
> 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
What is this?
+ if (aKeyState[code] & KEY_RELEASED)
+ {
+ aKeyState[code] &= ~KEY_RELEASED;
+ }
+ if (aKeyState[code] & KEY_RELEASED)
+
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 ||
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
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
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