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

2007-05-01 Thread Per Inge Mathisen
On 5/1/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: But I think it is feasible. I should perhaps add that we may still need a tool like pieslicer to perform final adjustments to the models before Warzone can handle them. Also, if we did have a new, neat pieslicer program that could add

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

2007-05-02 Thread Per Inge Mathisen
Calling nanosleep / usleep / whatever they use on Windows with a very tiny value is the same as telling the scheduler that now is a good time to interrupt. If you do not do this, it will interrupt when it damn well pleases the scheduler instead. Of course, it is likely to interrupt more, but that

Re: [Warzone-dev] Exceptionhandler broken on linux

2007-05-06 Thread Per Inge Mathisen
On 5/6/07, Dennis Schridde [EMAIL PROTECTED] wrote: sys/cdefs.h does this work. Are we including that? If so, maybe _XOPEN_SOURCE is not being defined consistently in our code. On GNU/Linux it is done by features.h, which is included by unistd.h. The problem might be that somewhere in

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

2007-05-20 Thread Per Inge Mathisen
On 5/19/07, Kamaze [EMAIL PROTECTED] wrote: I would be suprised if you find a common file format which supports connectors. Common or not, Quake III's MD3 file format supports connectors. It also supports animations, which we also need. However, like most formats, it stores triangles, instead

[Warzone-dev] SVN trunk broken

2007-05-20 Thread Per Inge Mathisen
Whenever I approach an enemy oil rig in a skrimish, the game asserts for me with most recent svn trunk, no local modifications: error : gridStartIterate: coords off grid error : Assert in Warzone: mapgrid.c:276 : gridStartIterate ((x = 0) (x gridWidth*GRID_UNITS) (y = 0) (y

Re: [Warzone-dev] SVN trunk broken

2007-05-20 Thread Per Inge Mathisen
On 5/20/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: Whenever I approach an enemy oil rig in a skrimish, the game asserts for me with most recent svn trunk, no local modifications: I should add, it asserts when I approach an enemy oil rig with a combat unit. It works in revision 1295. So

Re: [Warzone-dev] code formatting

2007-05-20 Thread Per Inge Mathisen
On 5/20/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Therefore I propose we do a one time run over the codebase with a a code formatter. You realize that this will screw up svn blame, right? It is an invaluable bug hunting tool, and am I still annoyed with myself that I did not work harder

Re: [Warzone-dev] SVN trunk broken

2007-05-20 Thread Per Inge Mathisen
On 5/20/07, Dennis Schridde [EMAIL PROTECTED] wrote: It must have been broken very very recently as while I was testing my commits I went into the enemy bases a few times and nothing happened. (I didn't do that for all commits though.) The problem arrived with revision 1303 as far as I can

Re: [Warzone-dev] SVN trunk broken

2007-05-20 Thread Per Inge Mathisen
Patch that fixes the problem. No idea why it works. But it seems to. - Per Index: src/structure.c === --- src/structure.c (revision 1311) +++ src/structure.c (working copy) @@ -5846,7 +5846,7 @@ barrel.z = 0; } -

Re: [Warzone-dev] SVN trunk broken

2007-05-20 Thread Per Inge Mathisen
On 5/20/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: Patch that fixes the problem. No idea why it works. But it seems to. Shorter diff. Still seems to work fine. - Per Index: src/structure.c === --- src/structure.c (revision

Re: [Warzone-dev] [Warzone-commits] r1314 - /trunk/lib/netplay/netplay.h

2007-05-21 Thread Per Inge Mathisen
On 5/21/07, Dennis Schridde [EMAIL PROTECTED] wrote: But still I'd leave the BOOL in there (you could make it C99 bool though), since neither uint8_t nor uint32_t are really descriptive about the boolean meaning of their contents. We need a boolean value that has a guaranteed known bit width.

Re: [Warzone-dev] g++ fixes again

2007-05-23 Thread Per Inge Mathisen
On 5/23/07, Christian Ohm [EMAIL PROTECTED] wrote: Some g++ fixes again. Most of these are good, but do we need fixes of this kind?: - buffer = malloc(bufferSize + sizeof(soundDataBuffer)); + buffer = (soundDataBuffer*) malloc(bufferSize + sizeof(soundDataBuffer)); Please just use

Re: [Warzone-dev] g++ fixes again

2007-05-25 Thread Per Inge Mathisen
On 5/25/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Freitag, 25. Mai 2007 schrieb Giel van Schijndel: Patch is attached for review. I haven't looked into a typedef solution to eliminate the struct keyword yet, so if you happen to know one right away, please tell me. Sorry forgot

Re: [Warzone-dev] g++ fixes again

2007-05-25 Thread Per Inge Mathisen
On 5/25/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Can I interpret this as that you actually prefer to see the struct keyword in declarations ? Yes. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] Crash in piedraw.c

2007-05-29 Thread Per Inge Mathisen
On 5/29/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Start MP game, just leave everything defaults. Then hit ok. Now quit game. Now start same game again. Crash. That is a very good bug report. But please put it in the bug tracker on gna.org so that it does not get lost. - Per PS I

Re: [Warzone-dev] question about pointers and functions/methods

2007-05-31 Thread Per Inge Mathisen
On 5/31/07, Jose Ivey [EMAIL PROTECTED] wrote: Where the function is passed pointers, but no work is done to the pointers. psStruct and psTarget are evaluated but unchanged. The only work is to *psWStats. Would it make sense in these cases to pass by value and avoid the pointers? You cannot

Re: [Warzone-dev] question about pointers and functions/methods

2007-05-31 Thread Per Inge Mathisen
On 5/31/07, Dennis Schridde [EMAIL PROTECTED] wrote: You cannot pass structures as values. We could, however, make them const pointers when we know they do not need to be changed. Actually you can, but it is slow. Ah. I stand corrected. Well, as you say, passing a struct by value is just a

Re: [Warzone-dev] [Fwd: Warzone for Ubuntu]

2007-06-01 Thread Per Inge Mathisen
I've had a little play this afternoon and am enjoying the game and definitely want to get it sorted for Gutsy's release in November. Sounds great! Although Ubuntu does accept .tar.bz2's It would be better if you could release as tar.gz - this is completely unessential though. You have

Re: [Warzone-dev] Oil anim fix patch

2007-06-02 Thread Per Inge Mathisen
On 6/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: So patch good or not? I am curious as to why it is correct, and what else might break, not just whether it fixes the bug. I see that gerard changed it in r1007: r1007 |

Re: [Warzone-dev] [Warzone-commits] r1439 - in /trunk/src: action.c droid.c droid.h

2007-06-03 Thread Per Inge Mathisen
On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote: * Change macro CHECK_DROID into static inline function check_droid Why? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] [Warzone-commits] r1439 - in /trunk/src: action.c droid.c droid.h

2007-06-03 Thread Per Inge Mathisen
On 6/3/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 6/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote: * Change macro CHECK_DROID into static inline function check_droid Why? Perhaps I should explain why it was done the way it was instead. When an assert happens in a macro, you get

Re: [Warzone-dev] Bison/flex errors in grammar ?

2007-06-03 Thread Per Inge Mathisen
On 6/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: The ones I include in original message. What original message? It seems mails from you get threaded really badly in gmail. Often replies get a new thread for no apparent reason... line 958 in interp.c 1080 in event.c. Those are ones that

Re: [Warzone-dev] 2.0.7 again

2007-06-04 Thread Per Inge Mathisen
On 6/4/07, BorgCube [EMAIL PROTECTED] wrote: I don't know if this was fixed or will be fixed until release, but enabling players to save and load campaign games would be a requirement for release in my eyes. ( https://gna.org/bugs/?9262 ) I can't check this right now, because WZ doesn't

Re: [Warzone-dev] [Warzone-commits] r1440 - in /trunk: lib/netplay/netplay.h src/cmddroid.c src/cmddroid.h src/droid.c

2007-06-04 Thread Per Inge Mathisen
On 6/4/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Now please tell me. Why should we at all want to have that size guarantee in any non-networking, non-file code ? I think we don't need it anywhere in those portions of code, so would really vote for using a plain `int` instead and leave

Re: [Warzone-dev] [Warzone-commits] r1451 - in /trunk/src: display3d.c structure.h

2007-06-04 Thread Per Inge Mathisen
On 6/4/07, Jose Ivey [EMAIL PROTECTED] wrote: In the context of the platforms WZ currently has builds for, which one uses a non C99 compliant compiler? MSVC. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] [Warzone-commits] r1463 - in /trunk: lib/framework/wzglobal.h lib/ivis_common/ivisdef.h tools/lobbyserver_cpp/src/lobby/game.hpp

2007-06-05 Thread Per Inge Mathisen
On 6/5/07, Dennis Schridde [EMAIL PROTECTED] wrote: Did someone say something about consistency? So CHAR it is, then? ;-) - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] [Warzone-commits] r1463 - in /trunk: lib/framework/wzglobal.h lib/ivis_common/ivisdef.h tools/lobbyserver_cpp/src/lobby/game.hpp

2007-06-05 Thread Per Inge Mathisen
On 6/5/07, Dennis Schridde [EMAIL PROTECTED] wrote: So CHAR it is, then? ;-) If there are lots of CHARs left, maybe if you so desire... But please define it to uint8_t, then. And use char where you don't need that limitation. There never was a CHAR type. That was a joke... Warzone

Re: [Warzone-dev] [Warzone-commits] r1489 - /trunk/src/structure.c

2007-06-12 Thread Per Inge Mathisen
On 6/12/07, Ari Johnson [EMAIL PROTECTED] wrote: Log: Fix bug #9262 where the game would fail when loading savegames because I expected that an oil derrick would always be placed on top of an oil feature. This is not the case when loading games, however. In this case, the oil is

Re: [Warzone-dev] Memory design problems.

2007-06-13 Thread Per Inge Mathisen
On 6/13/07, Dennis Schridde [EMAIL PROTECTED] wrote: - Dead-lists (prune-lists, as they are called in WZ according to Per) No, that's what I called them, because that is what I named a somewhat similar system that I made once. It is called list of destroyed objects or similar in Warzone. Just

Re: [Warzone-dev] Memory design problems.

2007-06-14 Thread Per Inge Mathisen
On 6/13/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Dennis Schridde schreef: - Refcounting is probably even better. I like reference counting, in fact it is to my opinion both the safest and most efficient solution of all. However, I do think that unlike C++, which provides

Re: [Warzone-dev] Memory design problems.

2007-06-16 Thread Per Inge Mathisen
On 6/16/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: They will no help in release build, they not meant to. This why I say debug builds it help. I am trying to find memory bugs in debug builds, since we know what values are for wrong pointers. If find errors in debug builds, then you will

[Warzone-dev] preliminary refcount patch

2007-06-17 Thread Per Inge Mathisen
This patch just adds the psObj-refCount field, sets it, and makes the object release code check it before releasing object memory. It does not increment or decrement the refCount field in any way, but as a hack initializes it to 1 to avoid immediate garbage collection. Now, the only reason I

[Warzone-dev] draft of new network primitives

2007-06-24 Thread Per Inge Mathisen
This is a quick draft for some better and sane network primitives. One step toward better network code? Your opinion most welcome. (Compiles but not tested yet. I cannot test it properly before adding it (since I need another host to test against), and I'm not adding it before I see some thumbs

Re: [Warzone-dev] draft of new network primitives

2007-06-25 Thread Per Inge Mathisen
On 6/25/07, Freddie Witherden [EMAIL PROTECTED] wrote: I have just taken a quick look at it and everything about it just screams XDR to me, its bi-directional-ness, fixed width types. This is the part XDR was born to play! ... There is no doubt in my mind that continuing with this design will

Re: [Warzone-dev] dangling pointer problem

2007-06-26 Thread Per Inge Mathisen
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 think per has a reference count patch for that,but it's a bit complex,maybe the problem can be

Re: [Warzone-dev] displayBufferSize DisplayBuffer ?

2007-06-27 Thread Per Inge Mathisen
On 6/27/07, Giel van Schijndel [EMAIL PROTECTED] wrote: The confuse part is DisplayBuffer is used to load wrf, .gam and other file types. What has this to do with what your resolution is? Well it seems that this var, DisplayBuffer, is a global var. I guess implemented there as some

[Warzone-dev] Heads up - delete old player profile for trunk!

2007-06-30 Thread Per Inge Mathisen
After removing the encryption code in r1595, all old player profiles will stop working for trunk. You need to delete any *.sta files in multiplay/players/ in your player directory, usually ~/.warzone2100/ on linux. If you see corrupted player name in the skirmish dialog, this is the cause behind

Re: [Warzone-dev] excessive check in actionUpdateDroid

2007-07-06 Thread Per Inge Mathisen
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_DROID does not check the died flag. - Per

Re: [Warzone-dev] excessive check in actionUpdateDroid

2007-07-07 Thread Per Inge Mathisen
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 the excessive CHECK_DROID at the beginning of actionUpdateDroid,because it already checks died flag/clear died ones. I

Re: [Warzone-dev] excessive check in actionUpdateDroid

2007-07-07 Thread Per Inge Mathisen
On 7/7/07, The Watermelon [EMAIL PROTECTED] wrote: Sorry, maybe I'm just a little slow, but why would it have invalid facing because it died? it shouldnt but sometimes the psActionTarget got freed without setting to 0,thus holding some random value and causes the assert.Luckily 'died' flag

Re: [Warzone-dev] Workahack for OpenAL 0.0.8 Scavenger crash

2007-07-13 Thread Per Inge Mathisen
On 7/13/07, Dennis Schridde [EMAIL PROTECTED] wrote: Someone on the forums found a hacky workaround for the Scavenger crash. http://wz2100.net/forum/index.php?topic=760.msg6906#msg6906 Question is: Shall I commit that? As long as you add a comment saying why it is that way, I am fine with

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

2007-07-14 Thread Per Inge Mathisen
On 7/4/07, The Watermelon [EMAIL PROTECTED] wrote: 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

[Warzone-dev] Roadmap

2007-07-15 Thread Per Inge Mathisen
There has been some talk about making an official roadmap, but nothing has come out of it, so let me kick off the debate by making a suggestion. 2.1 - The multiplayer release (Xmas 2007) * Fully working multiplayer between all three OSes, two endians and two bitsizes. * Disconnected clients can

Re: [Warzone-dev] svn update problems

2007-07-15 Thread Per Inge Mathisen
On 7/15/07, Martin Koller [EMAIL PROTECTED] wrote: I very often get the following svn message when trying to do svn up (but the funny thing: I don't get this always, just sometimes) svn: Malformed network data Anybody else having this problem ? Any ideas how to solve it ? Sounds like

Re: [Warzone-dev] compile/link error on Linux

2007-07-15 Thread Per Inge Mathisen
On 7/15/07, Martin Koller [EMAIL PROTECTED] wrote: I have revision 2105 and I can no longer compile on Linux due to the following problem: move.c: In function `moveGetDirection': move.c:1967: warning: implicit declaration of function `isfinite' What distribute/version of Linux, and what

Re: [Warzone-dev] Question about datatype

2007-07-17 Thread Per Inge Mathisen
On 7/17/07, Martin Koller [EMAIL PROTECTED] wrote: What about the follwing patch ? Just a quick glance at src/multibot.c tells me you missed cases. That will break multiplayer games badly, so it is important you catch them all. See eg sendDroidDisEmbark(). I would grep for psDroid-x, psStruct-x

Re: [Warzone-dev] Question about datatype

2007-07-18 Thread Per Inge Mathisen
On 7/18/07, Martin Koller [EMAIL PROTECTED] wrote: Do I see this correct, that NetAdd(m,4,psDroid-x); NetAdd(m,6,psDroid-y); adds the value psDroid-x/y at byte position 4/6 ? So that means x/y must be 2 bytes to make it work ? Yes. If so ... what a code .. :-( Indeed. It is on

Re: [Warzone-dev] going a bit to C++ ?

2007-07-18 Thread Per Inge Mathisen
On 7/18/07, Martin Koller [EMAIL PROTECTED] wrote: is there any interest in allowing to compile wz with a C++ compiler If you look at the coding style document (in the wiki), you'll see we require that patches remain C++ compatible. and allowing future additions to use C++ ? Not unless

Re: [Warzone-dev] going a bit to C++ ?

2007-07-19 Thread Per Inge Mathisen
On 7/18/07, Martin Koller [EMAIL PROTECTED] wrote: On Wednesday 18 July 2007, Per Inge Mathisen wrote: On 7/18/07, Martin Koller [EMAIL PROTECTED] wrote: is there any interest in allowing to compile wz with a C++ compiler If you look at the coding style document (in the wiki), you'll see

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

2007-07-22 Thread Per Inge Mathisen
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 apparently the NEXUS link needs more weight. I would like to add

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

2007-07-31 Thread Per Inge Mathisen
On 7/31/07, The Watermelon [EMAIL PROTECTED] wrote: When setting up building queues with lots of droids or cyborgs, I use to click very fast to set up a long queue so that I can do other things. Until very recently this worked fine, but now it seems like every other click vanishes when I

[Warzone-dev] Remove the shake screen option?

2007-07-31 Thread Per Inge Mathisen
Do anyone play with the shake screen option on? I find it extremely annoying and always turn it off. Can I remove this feature from the game? Would anyone miss it? Can I remove it from the graphics options and make it config file only? You see, that options panel is now full... Can I at least

Re: [Warzone-dev] current svn does not load game data

2007-08-01 Thread Per Inge Mathisen
On 8/1/07, Martin Koller [EMAIL PROTECTED] wrote: with r2314 whenever I try to run a mp/skirmish game, I get the following error and program abort: error : loadFile2: file texpages/tertilesc1hw.png.radar could not be opened: Your data directory must be out of date. Did you perhaps install

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

2007-08-02 Thread Per Inge Mathisen
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 use to click very fast to set up a long queue so that I can do other things. Until very recently this worked

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

2007-08-02 Thread Per Inge Mathisen
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 tile's color. Oops. 2.%hh is a C99 feature,so it's not guaranteed to work properly with C89 compiler. I would like

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

2007-08-03 Thread Per Inge Mathisen
On 8/3/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: BTW, it is %hhx, not %hh. How does MSVC deal with sscanf on byte sized variables? Surely it must have a way of doing that. This patch seems to work just as well, which I guess that should take care of any problems for MSVC: Index: src

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

2007-08-03 Thread Per Inge Mathisen
On 8/3/07, The Watermelon [EMAIL PROTECTED] wrote: 2.%hh is a C99 feature,so it's not guaranteed to work properly with C89 compiler. I checked MSVC and it gave a stack overflow/corruption error on variable 'b' in runtime check when doing sscanf with %hh. BTW, it is %hhx, not %hh. How

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

2007-08-03 Thread Per Inge Mathisen
On 8/3/07, Giel van Schijndel [EMAIL PROTECTED] wrote: No, that should _not_ be the case. Const specifiers on non-pointer parameters do _not_ need to occur in the function declaration, only in the function definition. Especially so since it is an implementation detail of that function, which

Re: [Warzone-dev] faction patch preview

2007-08-07 Thread Per Inge Mathisen
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 3.the ability to remove template from player template list(to remove the initial truck/mg viper) 4.the ability to

Re: [Warzone-dev] experimental patch to remove mipmapping

2007-08-09 Thread Per Inge Mathisen
On 8/9/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Per Inge Mathisen schreef: This fixes the issue of black rectangles around terrain tiles at odd angles. Please test it and report your findings. This patch works fine for me. Although textures do look a bit sandy to me right now (i.e

Re: [Warzone-dev] radar color files

2007-08-15 Thread Per Inge Mathisen
On 8/14/07, Giel van Schijndel [EMAIL PROTECTED] wrote: I would like to know why the data/texpages/tertiles*hw.radar files are being specified in the *.wrf files without the .radar bit. This because currently (except for the radar files) every resource identifier in the *.wrf files are

Re: [Warzone-dev] Model format proposal (lib inside)

2007-08-17 Thread Per Inge Mathisen
On 8/17/07, Kamaze [EMAIL PROTECTED] wrote: Today i found the following liberary: http://lib3ds.sourceforge.net/ ... However, per said that he already has some expirience with this lib. But he didn't say something more... I tested 3ds files exported from Blender, and it lacked important data

Re: [Warzone-dev] [Warzone-commits] r2416 - in /trunk/src: effects.c game.c game.h loadsave.c loop.c missiondef.h multiplay.h orderdef.h

2007-08-19 Thread Per Inge Mathisen
On 8/19/07, Christian Ohm [EMAIL PROTECTED] wrote: On Saturday, 18 August 2007 at 21:37, Giel van Schijndel wrote: * This commit changes the *.gam files from little endian to big endian, so expect loading of previous savegames to break Why big endian? Now the whole campaign is broken,

Re: [Warzone-dev] New armor system test

2007-08-20 Thread Per Inge Mathisen
On 8/20/07, The Watermelon [EMAIL PROTECTED] wrote: 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. This will have some very

[Warzone-dev] Texture seams

2007-08-26 Thread Per Inge Mathisen
Having experimented a bit with the texture seams, I think this is the reason for it: Once upon a time, artists created the texture pages for Warzone 2100. The tiles were fine and tiled perfectly (well, almost). Then the developers turned on linear filtering, and noticed that there were suddenly

Re: [Warzone-dev] [patch] droid.h crash

2007-09-24 Thread Per Inge Mathisen
On 9/24/07, Martin Koller [EMAIL PROTECTED] wrote: attached is a patch which fixes a bug in droid.h where the number of allowed order list entries was checked with an assert but 1 number too less. Thanks! Committed as r2472. - Per ___ Warzone-dev

Re: [Warzone-dev] Texture seams

2007-09-26 Thread Per Inge Mathisen
On 9/26/07, Christian Ohm [EMAIL PROTECTED] wrote: So what's the reason for not using GL_CLAMP_TO_EDGE? We do... As far as I can see the trunk doesn't use blending on the terrain, but why have several people said they still have texture seams using it? I think this is because their OpenGL

Re: [Warzone-dev] [Warzone-commits] r2509 - /trunk/src/texture.c

2007-09-30 Thread Per Inge Mathisen
On 9/30/07, Dennis Schridde [EMAIL PROTECTED] wrote: Finalize fixes for allowing non-power-of-two texture pages. Why do we want non-pot textures? Not non-pot textures, but non-pot texture *pages* ;-) The texture containing the page is of course padded to become fully ^2. This is to implement

[Warzone-dev] new memory leaks

2007-10-18 Thread Per Inge Mathisen
I ran valgrind for a few seconds again, and caught some new memory leaks: ==3088== 112 bytes in 28 blocks are definitely lost in loss record 58 of 401 ==3088==at 0x4A05996: malloc (vg_replace_malloc.c:149) ==3088==by 0xA07FDD7: (within /usr/lib64/dri/i965_dri.so) ==3088==by 0xA080EB9:

[Warzone-dev] New font suggestion

2007-10-31 Thread Per Inge Mathisen
I have experimented a bit with fonts from Open Font Library, and found one that I thought was better than the current one. It is released into the public domain. However, the style is quite different than the original. Take a look for yourself. Screenshots: http://img.rootzilla.de/img/EioS.png

Re: [Warzone-dev] Help for me to contribute to warzone

2007-11-19 Thread Per Inge Mathisen
On Nov 19, 2007 6:49 PM, Bruce Chidester [EMAIL PROTECTED] wrote: Here's some more data to my problem which might help someone solve my issues. Queso will not finish ./configure: Try asking on the QuesoGLC forum/bugtracker. They are usually very helpful. - Per

Re: [Warzone-dev] Texture float coordinates patch [wip] for per

2007-12-05 Thread Per Inge Mathisen
On 12/5/07, Dennis Schridde [EMAIL PROTECTED] wrote: That's the way I did it, yes. Don't know, but maybe you want to have a look at my commit r2258? But it seems everyone is rejecting to do so I did! It was just that a lot of stuff had changed since... - Per

Re: [Warzone-dev] Texture float coordinates patch [wip] for per

2007-12-05 Thread Per Inge Mathisen
On Dec 5, 2007 12:33 AM, Christian Ohm [EMAIL PROTECTED] wrote: I'll stop working on it for today. With this patch (not cleaned up, your patch is included) everything works except gui elements. This patch is more limited, but does mostly the same thing. I tried to reimplement the one-pixel

Re: [Warzone-dev] [bug #10456] Texture seams are back again

2007-12-06 Thread Per Inge Mathisen
On Dec 6, 2007 6:12 AM, Kevin Gillette [EMAIL PROTECTED] wrote: texture seams will always be visible unless all of the following are true: 1. the tertiles are rotationally and mirrorably seamless (in any combination). note: the exception to this involves specially designing maps so that all

Re: [Warzone-dev] [Warzone-commits] r3067 - in /trunk/src: display.h display3d.c display3d.h display3ddef.h

2007-12-16 Thread Per Inge Mathisen
On Dec 16, 2007 12:33 AM, Gerard Krol [EMAIL PROTECTED] wrote: Relax camera movement while still preventing clipping through the terrain. Also disable panning to the default angle when releasing the right mouse button. Looks like this needed some more testing. Just try starting Rush2, and see

[Warzone-dev] vertex array work

2007-12-16 Thread Per Inge Mathisen
This is a snapshot of my vertex array work. It uses vertex arrays for the whole map, but only updates colours at the moment. Cybersphinx wanted a copy of this. It does not work correctly yet, though. Colour diffusion is wrong, as can be seen in the blocky colours that end up on the drawn map. -

Re: [Warzone-dev] Stomping the new netcode into WZ

2007-12-18 Thread Per Inge Mathisen
On 12/18/07, Dennis Schridde [EMAIL PROTECTED] wrote: Ok... This seems to be a very actively discussed topic, which is interesting to lots of people it seems... [/irony] Perhaps it was a mistake to make a separate branch for it, and we should instead commit it piece by piece into trunk? Then

[Warzone-dev] New roadmap suggestion

2007-12-24 Thread Per Inge Mathisen
The existing roadmap is as follows: 2.1 - The multiplayer release (Xmas 2007) * Fully working multiplayer between all three OSes, two endians and two bitsizes. * Disconnected clients can reconnect feature. * Campaign works. * Variable size connectors to make multiturret droids

Re: [Warzone-dev] Replacing the scripting language?

2007-12-27 Thread Per Inge Mathisen
I like lua, and maybe using it instead our custom language may be a good idea in the long run, but I think changing it now would be a really bad idea. We have plenty of stuff that needs doing that could make the codebase quite unstable (new savegame format and new netcode), and the last thing we

Re: [Warzone-dev] warzone.wz vs. plain directories

2007-12-27 Thread Per Inge Mathisen
On Dec 28, 2007 12:54 AM, Ariston Johnson [EMAIL PROTECTED] wrote: On the Mac version, the data directory gets stuffed into the application bundle. For Release builds, I would like to change this to just have warzone.wz and mp.wz, but it doesn't seem to find these files when I put them in the

Re: [Warzone-dev] New scripting language summary

2007-12-28 Thread Per Inge Mathisen
On Dec 28, 2007 5:53 PM, Gerard Krol [EMAIL PROTECTED] wrote: Summary of opinions about replacing the scripting language: Ari: Worthwile, python too heavy weight Dennis: We should ask Troman Troman: Likes the current scripting engine (+ its syntax), does not want to sacrifice functionality

Re: [Warzone-dev] New roadmap suggestion

2007-12-29 Thread Per Inge Mathisen
On Dec 29, 2007 1:59 AM, Kevin Gillette [EMAIL PROTECTED] wrote: I was thinking that baseline support for a LOD system should be mandatory. every renderer must decide while levels-of-detail to use given those provided. a basic renderer (such as a software one, if implemented), would use only

Re: [Warzone-dev] [Warzone-commits] r3409 - in /branches/lua/tools/conversion_tools/wz2lua: ./ spark.py wz2lua.py

2008-01-08 Thread Per Inge Mathisen
On Jan 8, 2008 4:04 PM, Gerard Krol [EMAIL PROTECTED] wrote: Import the wz2lua conversion tool to convert wzscript to Lua. I hope you are not planning to do this for 2.1? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org

Re: [Warzone-dev] PIE 6

2008-01-10 Thread Per Inge Mathisen
On Jan 10, 2008 4:49 PM, Gerard Krol [EMAIL PROTECTED] wrote: What would be the difference with the currently existing PIE5 format, and why not convert everything to PIE5? I could not find any information on the PIE5 format anywhere. - Per ___

Re: [Warzone-dev] Starter application - The second try.

2008-01-30 Thread Per Inge Mathisen
On Jan 29, 2008 8:55 PM, Kamaze [EMAIL PROTECTED] wrote: i mentioned this already quite a while ago and want to talk again about it. Ok, i think it would be good if we would had an starting application for warzone, where you can setup game settings like the resolution etc... and features for

Re: [Warzone-dev] Starter application - The second try.

2008-01-30 Thread Per Inge Mathisen
On Jan 30, 2008 10:03 AM, Dennis Schridde [EMAIL PROTECTED] wrote: I'd list all mods found in any directory, just like we currently list maps. Where? In the MP dialog? Or in menu-Options-Mods? Then have a checkbox to enable or disable it. (I think lib/widgets/ doesnt support checkboxes, that

Re: [Warzone-dev] Fwd: Concept art and others...

2008-02-13 Thread Per Inge Mathisen
On Feb 12, 2008 1:18 AM, Miklós Árpád [EMAIL PROTECTED] wrote: Hi! My name is Árpád Miklós. A little speak bad english, but i'm interested in WarZone2100 developing... I know to make useful concepts for the game (in a word i'm a concept art maniac), but never worked in any 3D modeler program

[Warzone-dev] Please hold off further commits

2008-02-17 Thread Per Inge Mathisen
As I would like to ask gna.org to roll back our repository to undo the deletion of the 2.0 branch, please do not make any further commits. - PEr ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] Please hold off further commits

2008-02-17 Thread Per Inge Mathisen
On Feb 17, 2008 10:53 AM, Per Inge Mathisen [EMAIL PROTECTED] wrote: As I would like to ask gna.org to roll back our repository to undo the deletion of the 2.0 branch, please do not make any further commits. It has been fixed. Feel free to commit. - Per

Re: [Warzone-dev] 2.1 beta 2

2008-02-26 Thread Per Inge Mathisen
Let's make a quiet beta release for this one. That is, just announced on the forums, not on external sites. IMHO, we need to figure out if the font issue is under control before we attract more disappointed first time users. But I am all for a quick, new beta release. The current beta is badly

Re: [Warzone-dev] SQLite

2008-03-02 Thread Per Inge Mathisen
On Mon, Mar 3, 2008 at 12:54 AM, Dennis Schridde [EMAIL PROTECTED] wrote: I see, we are going to use SQLite for stats now? That was the idea. When and where was that decided and by whom? Apparently, another defective decision process. This is my fault. It was only discussed by several

Re: [Warzone-dev] warzone.wz/mp.wz

2008-03-07 Thread Per Inge Mathisen
On Fri, Mar 7, 2008 at 3:50 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: My current ideas: - base.wz: Contains the stuff needed by everything - cam(paign).wz: Contains just the campaign relevant things - m(ulti)p(lay).wz: Contains just the multiplayer relevant data As I said on

Re: [Warzone-dev] Warzone Studio Proposal

2008-03-07 Thread Per Inge Mathisen
On Fri, Mar 7, 2008 at 9:35 PM, Freddie Witherden [EMAIL PROTECTED] wrote: I was speaking to Per about this one actually. He seemed quite certain that the current way we do it is better than doing it at run time. I believe we do it for runtime with map tile sets, and it does seemed to have

Re: [Warzone-dev] [Warzone-commits] r4001 - in /branches/2.1/src: droid.c droid.h

2008-03-10 Thread Per Inge Mathisen
On Mon, Mar 10, 2008 at 7:00 PM, Roman [EMAIL PROTECTED] wrote: Port of r4000 to the Branch 2.1, fixes bug #11191: Some weapons are harmless(Twin assault gun and twin HPVC. Shouldn't this apply to structures (and features) as well? Also see patch #1000 ;-) https://gna.org/patch/?1000 -

Re: [Warzone-dev] Proper inheritance

2008-03-10 Thread Per Inge Mathisen
On Mon, Mar 10, 2008 at 2:07 PM, Dennis Schridde [EMAIL PROTECTED] wrote: BASE_OBJECT, DROID and STRUCTURE have been ugly since a long time, we all know that. But it is amazing how quickly I got used to it ;-) That system of inheritance is responsible for a lot of warnings and, due to

Re: [Warzone-dev] [Warzone-commits] r4001 - in /branches/2.1/src: droid.c droid.h

2008-03-10 Thread Per Inge Mathisen
On Mon, Mar 10, 2008 at 8:22 PM, Roman [EMAIL PROTECTED] wrote: Also see patch #1000 ;-) https://gna.org/patch/?1000 Do you plan to commit it in the near future? Sure, unless you have any objections? I posted it for peer review :-) - Per ___

[Warzone-dev] autoconf build system broken

2008-03-10 Thread Per Inge Mathisen
You can no longer build ./configure --enable-debug=yes because for some reason now -O0 is put *before* the default -O2 and no longer applies. So we get type-punned pointer warnings and fail. I'm also not sure why the build system was changed recently. Did it have problems I did not notice? -

Re: [Warzone-dev] Proper inheritance

2008-03-10 Thread Per Inge Mathisen
On Mon, Mar 10, 2008 at 9:18 PM, Giel van Schijndel [EMAIL PROTECTED] wrote: You will find that passing along a field belonging to an object (psDroid-baseObject) and passing along an enlarged version of an object ((BASE_OBJECT *)psDroid) are two very different things, and to code to

Re: [Warzone-dev] autoconf build system broken

2008-03-10 Thread Per Inge Mathisen
On Mon, Mar 10, 2008 at 11:14 PM, Dennis Schridde [EMAIL PROTECTED] wrote: I'm also not sure why the build system was changed recently. Did it have problems I did not notice? Possibly. Some autoconf people pointed out to me that the system was used wrongly, since we eg. did not respect

Re: [Warzone-dev] [Warzone-commits] r4121 - /trunk/src/keybind.c

2008-03-17 Thread Per Inge Mathisen
On Mon, Mar 17, 2008 at 8:12 PM, Roman [EMAIL PROTECTED] wrote: What do you mean with 'automatically', does gettext get launched during compilations or something? I was wondering how to generate the .po templates. Oh, I was thinking about the autoconf build system, where it happens

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