41b

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 Post subject: 41b
PostPosted: Fri Oct 26, 2007 3:38 pm 
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Just to let people know I am thinking of making a very small point release with the speedup fixes in it and the one or two other fixes in CVS.

At the moment I am thinking it will be protocol compatible, so no AimedOver changes. After that I will start a more comprehensive 41.1/42 changes. I've done about 1/2 the work to including scripting in the game, so that should be soon.

Bobirov are you still getting the blue/green end screen after a kill all?


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PostPosted: Fri Oct 26, 2007 5:05 pm 
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k, i'll grab and build what we have up to now then.
It's only a tiny update, barely worth the point, but guess it must for
the player's sake. Repairs like the aiming and any deeper graphics
would bump it a point.

As for threatening v42.. :D lets not get too far ahead.
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PostPosted: Fri Oct 26, 2007 6:15 pm 
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sorry for any repeated issues here. dint see in the todo....

the only noticable changes can come up with right now that might need a look for short notice are:


the "zero force" wind arrow. Isn't there a NO WIND setting anymore?
http://www.scorched3d.co.uk/phpBB2/viewtopic.php?t=4688

The roller power could be adjsted to a better balance so no changes to roller/shield physics need to be applied?.
-Reduce baby roller and Roller explosion size and explosion damge to better balance with Shield and Heavy Shield respectively.
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PostPosted: Fri Oct 26, 2007 11:43 pm 
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WRT to the concerns of rollers (power, size, etc), Bob brought up a point to me the other night: We don't have the XML control of them that we have with projectiles (particularly size, maybe others)

Also, I gave the cvs a test last night.... had many oddities. I'll make a separate post about it once I DL and try the v41 release. ;)

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 Post subject: Re: 41b
PostPosted: Sat Oct 27, 2007 12:10 am 
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gcamp wrote:
Bobirov are you still getting the blue/green end screen after a kill all?


Updating now, I'll check it out.

EDIT:
Yes, its still happening. Just like it was, have to restart game to get rid of it.
It is basically ALL things that have custom colors. The shields, the projectile smoke/flame, the UI and text ALL turn to a certain color. Sometimes white, others yellow or blue. Its very odd. :P
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PostPosted: Sun Oct 28, 2007 12:45 am 
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hmm.. Was compiling again to be sure, and came across this..

It's never stopped a compile and thing's have always run fine, it
probably has no impact at all on it's function..
but who knows till it's checked for sure.

EconomyNone.cpp
EconomyFreeMarket.cpp
..\weapons\EconomyFreeMarket.cpp(192) : error C2059: syntax error : 'bad suffix on number'
..\weapons\EconomyFreeMarket.cpp(192) : error C2146: syntax error : missing ')' before identifier 'f'
..\weapons\EconomyFreeMarket.cpp(195) : error C2059: syntax error : ')'
..\weapons\EconomyFreeMarket.cpp(196) : error C2143: syntax error : missing ';' before '{'
Economy.cpp
Generating Code...
Build log ///- 4 error(s), 0 warning(s)


the lines involved are

190 if (//accessory->getPrice() <tank>getScore().getMoney() && // Commented to allow expensive weapons to drop
191 accessory->getPrice() >= int(float(boughtAccessory->getPrice()) * 0.3f) &&
192 accessory->getPrice() <int>getPrice()) * 1.75f) &&
193 ((accessory->getType() == AccessoryPart::AccessoryWeapon) == (boughtAccessory->getType() == AccessoryPart::AccessoryWeapon)) &&
194 tank->getAccessories().accessoryAllowed(accessory, accessory->getBundle()) &&
195 validAccessory(accessory))
196 {
197 possibleAccessories.push_back(accessory);
198 }



it can't be just me, since the compiler is the same as everyone elses.
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PostPosted: Sun Oct 28, 2007 2:11 am 
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Thrax wrote:
It's never stopped a compile and thing's have always run fine, it


But it did stop the compile in the output. Not seen this, been compiling on my two machines tonight and all is well. f is a fine postfix for floats.

Those lines are not exactly the same as the ones I am looking at. the <int> for e.g.


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PostPosted: Sun Oct 28, 2007 2:13 am 
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BOY wrote:
the "zero force" wind arrow. Isn't there a NO WIND setting anymore?
http://www.scorched3d.co.uk/phpBB2/viewtopic.php?t=4688


Fixed.

[quote]The roller power could be adjsted to a better balance so no changes to roller/shield physics need to be applied?.[/qupte]

I've reduced the baby roller and roller explosion sizes and made the sensitivity less for the rollers. Have a go see what you think.

Babies cannot now kill a shield, and you need to basicaly have a shielded tank in a hole before they will explode.


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 Post subject: Re: 41b
PostPosted: Sun Oct 28, 2007 2:14 am 
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Bobirov wrote:
EDIT:
Yes, its still happening. Just like it was, have to restart game to get rid of it.
It is basically ALL things that have custom colors. The shields, the projectile smoke/flame, the UI and text ALL turn to a certain color. Sometimes white, others yellow or blue. Its very odd. :P


Try now. Changed the way the optimizations work.


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 Post subject: Re: 41b
PostPosted: Sun Oct 28, 2007 2:15 am 
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gcamp wrote:
Bobirov wrote:
EDIT:
Yes, its still happening. Just like it was, have to restart game to get rid of it.
It is basically ALL things that have custom colors. The shields, the projectile smoke/flame, the UI and text ALL turn to a certain color. Sometimes white, others yellow or blue. Its very odd. :P


Try now. Changed the way the optimizations work.

Building as I type this.. ;)
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PostPosted: Sun Oct 28, 2007 2:19 am 
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The recent changes mean the the CVS version is now incompatible with the current version (41) which is a shame :(, but it does mean I could fix all the issues currently reported.


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 Post subject: Re: 41b
PostPosted: Sun Oct 28, 2007 2:33 am 
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gcamp wrote:
Bobirov wrote:
EDIT:
Yes, its still happening. Just like it was, have to restart game to get rid of it.
It is basically ALL things that have custom colors. The shields, the projectile smoke/flame, the UI and text ALL turn to a certain color. Sometimes white, others yellow or blue. Its very odd. :P


Try now. Changed the way the optimizations work.

Seems to have worked. Not getting the whacky UI color changes now.
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PostPosted: Sun Oct 28, 2007 5:32 am 
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gcamp wrote:
Thrax wrote:
It's never stopped a compile and thing's have always run fine, it

But it did stop the compile in the output. Not seen this, been compiling
on my two machines tonight and all is well. f is a fine postfix for floats.

Those lines are not exactly the same as the ones I am looking at. the
<int> for e.g.
not same?? besides the moving around for the post, it's from the
CVS check-out from yesterday.

i'll get a fresh checkout in another folder, .. see if there's anything
different, but the lil green check-mark on my Tortoise lists is supposed
to mean it was current.

Edit: Damn XP has a high PITA factor...
It must have been hiding some of the compilers libraries or extentions.
I rebooted, got a clean checkout(matched old one anyway but carried
on), and started a fresh rebuild. And no errors..
Will run it when I wake up, see how it fares.
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Last edited by Thrax on Sun Oct 28, 2007 11:23 am, edited 1 time in total.

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PostPosted: Sun Oct 28, 2007 6:55 am 
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Getting fps as close to if not better than version 40.1 and it looks great!! I don't have to turn anything off. :D :D

Nice work Gavin!!! Cant wait to try it out online.
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PostPosted: Sun Oct 28, 2007 7:13 pm 
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Made some more fixes, looks it is turning into a proper point release. Did some testing today but if some more people want to have a little go that would be cool too ;)


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