Dennis Schridde schreef:
> Am Montag, 30. April 2007 schrieb 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
Am Montag, 30. April 2007 schrieb 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)
Is this already ap
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
Forgot to include projectile.c changes in projfix13d,fixed version:
projfix13e.patch
Description: Binary data
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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 flattenimd issue.
There w
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 flattenimd issue.
There were some problems with switching MAX/MIN and missing -1 for
i
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
severe,and
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
_
this should fix out of map range problems with projectiles.Thanks to
The_Noid for the backtraces.
projfix13.patch
Description: Binary data
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Watermelon, you do a lot with weapon classes and stuff.
I just found a function in src/hci.c which might be useful to you:
UDWORD getWeaponMajorClass(WEAPON_STATS *psWeapStats)
It is currently not used there and got removed by me.
If you need it, just move it over to some better place and modify i
Am Freitag, 1. Dezember 2006 15:17 schrieb zz zz:
> this one includes previous patch projfix5a,b,c,d,e etc
>
> 1.Fixed crashes when firing at baba people,baba vehicle in singleplayer
> campaign(thanks to hikaru-orly for the crash reports)
>
> sorry if this one is duplicated,it seems my previous one
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
On 11/29/06, zz zz <[EMAIL PROTECTED]> wrote:
>Again just curious: When I thought about an own engine (a long while ago)
I
>had the idea to use "hitbubbles" instead of hitboxes, so I don't need to
>check whether something is between all sides of the box, but only need to
>compare the distance to
On 11/29/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
What I just thought of (totally off topic): Does perhaps GL offer some way of
doing vector math like this? (Add 2 vectors and calculate it's length.)
No, but you can abuse shaders to do it, if you are really desperate
for more speed ;-) Th
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
Am Mittwoch, 29. November 2006 07:25 schrieb zz zz:
> >This is not really your definition of "square" is it? ;)
> >+radSquared = psStats->radius * psStats->radius *
> >psStats->radius;
>
> that is radCuded,to save a temporary variable in that function,I used the
> same variable name fo
This is not really your definition of "square" is it? ;)
+ radSquared = psStats->radius * psStats->radius *
psStats->radius;
that is radCuded,to save a temporary variable in that function,I used the
same variable name for radSquared and radCuded.
Why are those many ifs included
Am Dienstag, 28. November 2006 20:41 schrieb zz zz:
+ //Watermelon:fix turret pitch for more turrets
+ if (((DROID *)psAttacker)->numWeaps > 0)
+ {
+ if (weapon_slot >= 0)
Am Dienstag, 28. November 2006 12:53 schrieb 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 i
zz zz schreef:
>> 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: erro
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
zz zz schreef:
> 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 h
zz zz schreef:
> 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 h
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
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