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Compile errors on 64-bit linux

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 Post subject: Compile errors on 64-bit linux
PostPosted: Thu Oct 18, 2007 5:25 pm 
Singed
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here are a couple of lines i had to change to make scorched compile on my 64 bit box (void* and size_t are 64 bit there, int is just 32 bit - i don't know if those are the correct fixes, but at least they make it compile)
<pre>
src/Common/NumberParser.cpp:131
int operandNo = (random.getRandFixed() * fixed((long int)operands_.size())).asInt();
src/GLW/GLWChannelText.cpp:536
long type = long(entry->getUserData());
src/dialogs/GiftMoneyDialog.cpp:145
long money = (long)
money_->getCurrentEntry()->getUserData();
unsigned long playerId = (unsigned long)
players_->getCurrentEntry()->getUserData();
</pre>


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 Post subject: Another issue, related?
PostPosted: Thu Oct 18, 2007 5:50 pm 
Singed
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I'm experiencing odd things with my build, now that it compiled. Well, the only odd thing is that the ground isn't where it's supposed to be. Trees, Tanks etc are (see attached image). The ground is bigger than what is shown (exceeds the map, you have to scroll far out to see it and it's a boring sight then, just the ground) as far as you can see.
Obviously, as soon as one shoots, one is dead. No fun :( Do you have an idea what might cause this behaviour?


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 Post subject:
PostPosted: Thu Oct 18, 2007 6:05 pm 
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Not sure I've just got en email from another 64 bit user with the same issue.

Your saying the landscape is translated and scaled out of the arena?


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 Post subject:
PostPosted: Thu Oct 18, 2007 6:21 pm 
Singed
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That's what it seems like. The island on the start screen works nicely though.


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 Post subject:
PostPosted: Thu Oct 18, 2007 6:28 pm 
Singed
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What also seems odd to me - when i wanted to try out if my build works i went to the main server, and i experienced the mentioned problem, but seemingly everyone else there did too (i saw a lot of self kills in the console) - did my client just predict that and failed at it, or did i ruin the game? :/


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 Post subject:
PostPosted: Thu Oct 18, 2007 7:08 pm 
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Etarion wrote:
What also seems odd to me - when i wanted to try out if my build works i went to the main server, and i experienced the mentioned problem, but seemingly everyone else there did too (i saw a lot of self kills in the console) - did my client just predict that and failed at it, or did i ruin the game? :/


Your client predicts the game and produces the messages, nothing to do with the server.


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 Post subject:
PostPosted: Sat Oct 20, 2007 2:22 pm 
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I've got the same issues (compilation + visual after applying with more or less identical compilation fix)

version of GCC used : 4.1.2

tested on gentoo/amd64 (C2D + ATI X1700), I will try on my other config (gentoo/amd64 (atlon64 + NVIDIA 6800GT) to see the difference if any.

edit : same result : visual issue


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 Post subject:
PostPosted: Mon Oct 22, 2007 1:37 am 
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Commited first path in 1st post to CVS.

I'll see if I can get a 64bit os running to solve the graphical issue.


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