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From: <no...@so...> - 2001-10-30 22:26:12
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Bugs item #475337, was opened at 2001-10-26 08:33 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=475337&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jim Colomba (bz-shadow) Assigned to: Nobody/Anonymous (nobody) >Summary: bzfs does not work in NT4 Initial Comment: When I try to start bzfs 1.7e1 & 1.7e2 in Windows NT4, my window closes with out any errors. Even when I open a dos commandline all i get is a return prompt ---------------------------------------------------------------------- >Comment By: Tim Riker (timriker) Date: 2001-10-30 14:26 Message: Logged In: YES user_id=8134 Try the latest CVS 1.7e3 out. I moved multicast till after udp. It might help things. You can use -i <serverip> to get the old multicast bindings. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-10-29 05:01 Message: Logged In: NO Thanks cobraa1 That worked ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-26 16:18 Message: Logged In: YES user_id=25311 Adding -noudp to the list of options is a temporary workaround. I don't know what causes this, but the same thing happens with Windows 2000. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=475337&group_id=3248 |
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From: <no...@so...> - 2001-10-30 22:03:10
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Patches item #405380, was opened at 2001-03-02 00:09 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=405380&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 7 Submitted By: Tim Riker (timriker) Assigned to: Tim Riker (timriker) Summary: TCP should listen on one port only Initial Comment: net protocol now involved a client reconnect to a server chosen random port number. This is firewall non-friendly and should be nuked. The reconnect should not be required at all. Old clients will still reconnect, this should be supported. playerid needs to change as the server port number is now the distinguishing factor and this will be the same after the fix. This is in progress and playerids are getting remapped before messages are sent to old clients. Still buggy, please test! ---------------------------------------------------------------------- >Comment By: Tim Riker (timriker) Date: 2001-10-30 14:03 Message: Logged In: YES user_id=8134 still broken, but updated for CVS. patching playerId is already in CVS. ---------------------------------------------------------------------- Comment By: Colin Bayer (vogon_jeltz) Date: 2001-07-08 15:14 Message: Logged In: YES user_id=190929 This is good... I have a firewall up, but have to take it down before playing BZ or else I'm a victim of the "invisible player" syndrome. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-04 00:50 Message: Logged In: YES user_id=8134 argh. bet you're frustrated with all these mail messages. sorry. BZFlag - Tracker - Patches seems to be broken ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-04 00:48 Message: Logged In: YES user_id=8134 and again.... ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-04 00:40 Message: Logged In: YES user_id=8134 another test. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-04 00:39 Message: Logged In: YES user_id=8134 new patch attempt ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-03 16:16 Message: Logged In: YES user_id=8134 This code is still flakey, so I reverted it from CVS and sent the patch up here. 1.7e1 should now be stable again. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=405380&group_id=3248 |
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From: <no...@so...> - 2001-10-29 13:01:17
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Bugs item #475337, was opened at 2001-10-26 08:33 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=475337&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jim Colomba (bz-shadow) Assigned to: Nobody/Anonymous (nobody) Summary: bzfs 1.7e1 & 1.7e2 does not work in NT4 Initial Comment: When I try to start bzfs 1.7e1 & 1.7e2 in Windows NT4, my window closes with out any errors. Even when I open a dos commandline all i get is a return prompt ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-10-29 05:01 Message: Logged In: NO Thanks cobraa1 That worked ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-26 16:18 Message: Logged In: YES user_id=25311 Adding -noudp to the list of options is a temporary workaround. I don't know what causes this, but the same thing happens with Windows 2000. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=475337&group_id=3248 |
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From: <no...@so...> - 2001-10-27 21:54:44
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Patches item #475207, was opened at 2001-10-26 00:29 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=475207&group_id=3248 Category: None Group: None >Status: Closed >Resolution: Accepted Priority: 5 Submitted By: Dave Brosius (dbrosius) >Assigned to: Tim Riker (timriker) Summary: Guided Missile - sound patch Initial Comment: Seems silly that GM's would sound the same as regular ordinance. This patch changes that. Completely version-safe client-side only patch ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-10-27 14:54 Message: Logged In: YES user_id=8134 Applied to CVS, Thanx! ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=475207&group_id=3248 |
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From: <no...@so...> - 2001-10-27 21:41:21
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Patches item #474414, was opened at 2001-10-24 02:50 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=474414&group_id=3248 Category: None Group: None >Status: Closed >Resolution: Accepted Priority: 6 Submitted By: Tim Riker (timriker) Assigned to: Tim Riker (timriker) Summary: PlayerId Masquerade Initial Comment: This is a system to tweak PlayerId contents so that one port TCP will work. This is purely a server change. It is still buggy. Score and kills don't seem quite right. ---------------------------------------------------------------------- >Comment By: Tim Riker (timriker) Date: 2001-10-27 14:41 Message: Logged In: YES user_id=8134 Applied to CVS. Be very afraid. Bots still have issues, you don't see yourself pick up a flag on the display. it moves when you drop it. But it is mostly working. Bug reports to the dev list. patches welcome. ;-) ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=474414&group_id=3248 |
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From: <no...@so...> - 2001-10-26 23:18:21
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Bugs item #475337, was opened at 2001-10-26 08:33 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=475337&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jim Colomba (bz-shadow) Assigned to: Nobody/Anonymous (nobody) Summary: bzfs 1.7e1 & 1.7e2 does not work in NT4 Initial Comment: When I try to start bzfs 1.7e1 & 1.7e2 in Windows NT4, my window closes with out any errors. Even when I open a dos commandline all i get is a return prompt ---------------------------------------------------------------------- >Comment By: Jeremiah (cobraa1) Date: 2001-10-26 16:18 Message: Logged In: YES user_id=25311 Adding -noudp to the list of options is a temporary workaround. I don't know what causes this, but the same thing happens with Windows 2000. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=475337&group_id=3248 |
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From: <no...@so...> - 2001-10-26 17:24:50
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Patches item #475367, was opened at 2001-10-26 10:24 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=475367&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Dave Brosius (dbrosius) Assigned to: Nobody/Anonymous (nobody) Summary: Jumping patch Initial Comment: I just hate to pick up a flag that is a dud. Picking up a jumping flag, in a jumping world, is like opening up a Christmas present only to find socks that are too small for your feet. I've embellished the jumping flag like this: Only in a jumping world, if you have the jumping flag, you may jump while in the air, but you can only get one extra jump per each ground or building jump. This allows you to get on higher buildings then you normally could, or perhaps avoid a 'dead-meat' situation where someone launchs a strobe of munitions under you while your dropping. While this patch may give an unfair advantage to new clients, it is a totally version safe, client only change. --dave ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=475367&group_id=3248 |
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From: <no...@so...> - 2001-10-26 15:33:52
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Bugs item #475337, was opened at 2001-10-26 08:33 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=475337&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jim Colomba (bz-shadow) Assigned to: Nobody/Anonymous (nobody) Summary: bzfs 1.7e1 & 1.7e2 does not work in NT4 Initial Comment: When I try to start bzfs 1.7e1 & 1.7e2 in Windows NT4, my window closes with out any errors. Even when I open a dos commandline all i get is a return prompt ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=475337&group_id=3248 |
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From: <no...@so...> - 2001-10-26 07:29:48
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Patches item #475207, was opened at 2001-10-26 00:29 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=475207&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Dave Brosius (dbrosius) Assigned to: Nobody/Anonymous (nobody) Summary: Guided Missile - sound patch Initial Comment: Seems silly that GM's would sound the same as regular ordinance. This patch changes that. Completely version-safe client-side only patch ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=475207&group_id=3248 |
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From: <no...@so...> - 2001-10-24 09:50:19
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Patches item #474414, was opened at 2001-10-24 02:50 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=474414&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 6 Submitted By: Tim Riker (timriker) Assigned to: Tim Riker (timriker) Summary: PlayerId Masquerade Initial Comment: This is a system to tweak PlayerId contents so that one port TCP will work. This is purely a server change. It is still buggy. Score and kills don't seem quite right. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=474414&group_id=3248 |
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From: <no...@so...> - 2001-10-24 05:43:11
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Patches item #445442, was opened at 2001-07-28 01:08 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=445442&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 7 Submitted By: David Trowbridge (davidtrowbridge) Assigned to: Nobody/Anonymous (nobody) Summary: rotated/elevated bases Initial Comment: Here it is guys, the client-side rotated/elevated bases rendering bug fix patch! Elevated bases also act as buildings 1.0 meter thick, allowing collision detection to work. As a side effect, this allows team logos to be drawn on the bases (which I might implement soon) Player spawning needs to be corrected, and a few minor changes in the server's emission of MsgFlagCaptured need to happen. Enjoy! -David ---------------------------------------------------------------------- >Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-23 22:43 Message: Logged In: YES user_id=66583 Everything works now - its ready Tim ;) ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-23 11:49 Message: Logged In: YES user_id=66583 Updated for current CVS ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-20 02:36 Message: Logged In: YES user_id=66583 Found the bug, which was actually a problem in the flags-on-buildings patch. ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-11 12:36 Message: Logged In: YES user_id=66583 Took command again because I found a small bug ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-07-29 20:26 Message: Logged In: YES user_id=66583 Added support for player spawning on top of the base if its elevated ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=445442&group_id=3248 |
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From: <no...@so...> - 2001-10-23 20:21:10
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Read and respond to this message at: http://sourceforge.net/forum/message.php?msg_id=254920 By: timriker They are in CVS now. ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge and visit: http://sourceforge.net/forum/monitor.php?forum_id=9555 |
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From: <no...@so...> - 2001-10-23 20:19:47
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Read and respond to this message at: http://sourceforge.net/forum/message.php?msg_id=254919 By: timriker Congrats! Please post a diff in the SF patches area. ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge and visit: http://sourceforge.net/forum/monitor.php?forum_id=9555 |
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From: <no...@so...> - 2001-10-23 19:38:51
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Read and respond to this message at: http://sourceforge.net/forum/message.php?msg_id=254892 By: stimmj I've been working on it over the past couple of weeks, with much success (90% functional at this point). I'd love to have someone else give it a try; I'll put build someplace public by this weekend, after I've made the next round of changes and cleanup. ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge and visit: http://sourceforge.net/forum/monitor.php?forum_id=9555 |
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From: <no...@so...> - 2001-10-23 18:49:00
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Patches item #445442, was opened at 2001-07-28 01:08 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=445442&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 7 Submitted By: David Trowbridge (davidtrowbridge) Assigned to: Nobody/Anonymous (nobody) Summary: rotated/elevated bases Initial Comment: Here it is guys, the client-side rotated/elevated bases rendering bug fix patch! Elevated bases also act as buildings 1.0 meter thick, allowing collision detection to work. As a side effect, this allows team logos to be drawn on the bases (which I might implement soon) Player spawning needs to be corrected, and a few minor changes in the server's emission of MsgFlagCaptured need to happen. Enjoy! -David ---------------------------------------------------------------------- >Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-23 11:49 Message: Logged In: YES user_id=66583 Updated for current CVS ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-20 02:36 Message: Logged In: YES user_id=66583 Found the bug, which was actually a problem in the flags-on-buildings patch. ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-11 12:36 Message: Logged In: YES user_id=66583 Took command again because I found a small bug ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-07-29 20:26 Message: Logged In: YES user_id=66583 Added support for player spawning on top of the base if its elevated ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=445442&group_id=3248 |
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From: <no...@so...> - 2001-10-23 08:39:13
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Patches item #408433, was opened at 2001-03-13 21:33 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=408433&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jeremiah (cobraa1) Assigned to: Jeremiah (cobraa1) Summary: Radar changes Initial Comment: Does two things: 1. Makes a hollow diamond indicate height instead of a filled rectangle. That way, high players don't block large parts of the radar. 2. Made it much easier to navigate multi-level arenas, and to distinguish objects at different heights. Basically, here's what I did: I changed the radar so that objects close to your z-coordinate appear solid, and objects that are not close to your z-coordinate fade into the background. Have to have smoothing turned on in order to see this the best (smoothing turns on transparency on the radar). When smoothing is turned off, only the topmost object is seen, but it still changes color to indicate how close you are to it vertically. If anybody has any suggestions, adjustments, or ideas feel free to tell me. The bounding walls, players, and bullets are not affected by the changes listed in #2. You'll want to keep track of them at any height ;). -Jeremiah (CobraA1) ---------------------------------------------------------------------- >Comment By: Tim Riker (timriker) Date: 2001-10-23 01:39 Message: Logged In: YES user_id=8134 The segfault at startup is gone. changing settings in the Options menu still segfaults. Entering the help menu also segfaults. The radar look great, when it works! ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-22 10:29 Message: Logged In: YES user_id=25311 Excellent! I've also moved the initializing of usingCustom into the constructor of the class, so it's more OO friendly. Now all we need is word from TimRiker to see if the problem has gone away. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-22 10:28 Message: Logged In: YES user_id=25311 Excellent! I've also moved the initializing of usingCustom into the constructor of the class, so it's more OO friendly. Now all we need is word from TimRiker to see if the problem has gone away. ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-22 09:09 Message: Logged In: YES user_id=66583 Small change to integrate with custom CTF/elevated bases (renders base after the rest of the radar, so even if a box is drawn above it the base position is still visible). Also allows radar to render rotated bases correctly. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-21 21:34 Message: Logged In: YES user_id=25311 I think I've found it! Apparently it's not the braces - I watched the additions I made to the SceneRenderer class, and apparently usingCustom starts undefined (and stays that way)! I don't see why VC++ didn't catch that, but that seems to be the problem. I've updated my code for CVS, and included the fix. I'm also closing the bug report - somebody explained to me why the braces exist. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-21 20:32 Message: Logged In: YES user_id=25311 There seems to be an anomaly in playing.cxx - there's a set of curly braces that don't seem to have a purpose. I've posted it as a bug. It is bug #473549. ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-21 17:25 Message: Logged In: YES user_id=66583 I just rebuilt CVS, so here's an updated patch (current with CVS as of 10/21/01 18:25 MDT ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-10-20 01:24 Message: Logged In: YES user_id=8134 nor current stack trace: (gdb) backtrace #0 AList::getLength (this=0xc483c2a1) at ../../include/AList.h:232 #1 0x080e33fa in BzfWindowCBAList::append (this=0xc483c2a1, item=@0xbfffebb4) at ../../include/BzfWindow.h:30 #2 0x080b1c46 in BzfWindow::addResizeCallback (this=0xc483c289, _cb=0x804f0f0 <ControlPanel::resizeCallback(void *)>, data=0xbffff594) at BzfWindow.cxx:72 #3 0x0804d7f6 in ControlPanel::ControlPanel (this=0xbffff594, _mainWindow=@0x402cc18a, renderer=@0xbffff76c) at ControlPanel.cxx:65 #4 0x0807d025 in startPlaying (_display=0x81016d8, renderer=@0xbffff76c, _resources=@0x80fbec0, _info=0x80fbd60) at playing.cxx:4320 #5 0x08092c59 in main (argc=1, argv=0xbffffcb4) at bzflag.cxx:1178 #6 0x402846ef in __libc_start_main () from /lib/libc.so.6 ---------------------------------------------------------------------- Comment By: Ken Franks (turnkey) Date: 2001-10-16 23:00 Message: Logged In: YES user_id=351537 I need instruction on how to install this patch after I get it. Thanks Ken ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-09-25 15:40 Message: Logged In: YES user_id=25311 CVS changed again; here's the updated version of the patch. TimRiker, could you send me an updated version of the debug dump? The line numbers on the old dump don't match. Could you also add "Updated for current CVS" to canned responses? ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-08-28 19:51 Message: Logged In: YES user_id=25311 I've re-updated the file for CVS, including timriker's modification. I'll try to find where the segfault occurs based on timriker's info, but I don't have Linux so I can't guarantee I'll be able to find it and fix it. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-07-11 17:55 Message: Logged In: YES user_id=8134 ok, a windows thing. It's "Obstacle.h" not "obstacle.h" I fixed the patch and reattached it. When I apply if on Linux it segfaults. So I have not applied it to CVS. timr@localhost:~/work/bzflag$ gdb bin/bzflag GNU gdb 5.0 Copyright 2000 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i686-pc-linux-gnu"... (gdb) run Starting program: /home/timr/work/bzflag/bin/bzflag [New Thread 1024 (LWP 1546)] joystick 'joystick' not supported... Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 1024 (LWP 1546)] AList::getLength (this=0xffc38173) at ../../include/AList.h:232 232 return length; (gdb) backtrace #0 AList::getLength (this=0xffc38173) at ../../include/AList.h:232 #1 0x80e27aa in BzfWindowCBAList::append (this=0xffc38173, item=@0xbfffe7f4) at ../../include/BzfWindow.h:30 #2 0x80b14f6 in BzfWindow::addResizeCallback (this=0xffc3815b, _cb=0x804edb0 <ControlPanel::resizeCallback(void *)>, data=0xbffff1d4) at BzfWindow.cxx:72 #3 0x804d4b6 in ControlPanel::ControlPanel (this=0xbffff1d4, _mainWindow=@0x402bbe4d, renderer=@0xbffff56c) at ControlPanel.cxx:65 #4 0x807c575 in startPlaying (_display=0x8100758, renderer=@0xbffff56c, _resources=@0x80fb120, _info=0x80fafc0) at playing.cxx:4218 #5 0x80924e2 in main (argc=1, argv=0xbffffabc) at bzflag.cxx:1172 #6 0x4026b2eb in __libc_start_main () from /lib/libc.so.6 ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-07-11 16:15 Message: Logged In: YES user_id=25311 Unfortunately, I don't have access to the CVS tree right now, and I haven't gotten X-windows to work on my computer yet. I may not be able to do anything until I get back to college, where I have sufficient resources to start working on BZFlag again. Are you sure obstacle.h was changed? Try using the one on the CVS tree. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-07-11 03:22 Message: Logged In: YES user_id=8134 Patch is missing obstacle.h so it does not compile. Please attach that file here as well. Tab formatting is all messed up. I attach a correctly formatted diff here. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-04-22 11:34 Message: Logged In: YES user_id=25311 Updated for current version of CVS again. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-04-09 05:20 Message: Logged In: YES user_id=48712 Hi Jeremiah, when driving through the world, especially when turning, the buildings on the radar are flickering. Also when dropping or collecting a flag they flash dark. (That has been in all patch-versions already.) The last thing is: Being much higher than a building results in the building to disapear from the radar. I thought that this was fixed so that they have a minimum brightness all the time? (i am using low details; Linux Suse6.3, Xfree3.3.6) Ciao, Gert ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-04-07 12:39 Message: Logged In: YES user_id=25311 Updated for CVS again. The diamons is drawn all of the time; it's just that it dissapears because it gets smaller than the rectangle when at ground level. I've set VC++ for tab=8 and indent=2, so there's less problems when I change the code in the future. I still have to look at the formatting of the existing code sometime. Did a cvs update -C bzflag.dsp on my computer. Deleted CR at end of flag.cxx, so diff'ing doesnt'add the extra section. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-29 23:17 Message: Logged In: YES user_id=48712 A suggestion to the "hollow diamond indicate height instead of a filled rectangle" topic: Could you draw this diamond all the time even if the tanks are on the ground? (I think, at the moment it is only drawn when the tank is higher than the ground, isn't it?). The reason for this is that the blue tank very often is difficult to see on the radar. The white diamond around it would make it more visible. Gert ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-29 18:00 Message: Logged In: YES user_id=25311 Made Chris's changes: ---------------------- jeremiah, i've included a patch to your patch. it has the following changes: * uses the existing formatting style * exploits polymorphism (just one colorScale() and transScale() each) * makes new functions into methods on RadarRenderer * sets a minimum transparency so buildings never disappear ------------------- Also corrected compiler warnings and errors, and updated for CVS. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-29 02:50 Message: Logged In: YES user_id=48712 I retried the patch. Now i did a "make clean" before making it and it works. Thanks. The effect of shading the buildings will be good, i think, when it will be finnished. At the moment only buildings and teleporters at the same or higher level as the tanks level can be seen. This is irritating, the shading of the buldings should be computed relatively to the ground's height and not the tank's height, i think. Buildings in the same height as the tank is at are flickering when moving the tank. I guess that this will be gone, too, when the groundlevel-distance is used for computing the shading-intensity. Ciao, Gert ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-28 23:40 Message: Logged In: YES user_id=8134 indenting does not follow the tab=8 indent=2 SceneRenderer.cxx: In method `SceneRenderer::SceneRenderer(MainWindow &)': ../../include/SceneRenderer.h:197: warning: member initializers for `int SceneRenderer::useEnhancedRadarOn' ../../include/SceneRenderer.h:198: warning: and `boolean SceneRenderer::useFogHack' SceneRenderer.cxx:106: warning: will be re-ordered to match declaration order src/bzflag/menus.cxx - standard options should preceed debug options. I guess I will move the debug block at some point, so don't worry about this one. please avoid extraneous mods like the extra cr at end of src/common/Flag.cxx win32/bzflag.dsp incorrectly reverts VERSION= note: I did get the reported segfault when compiling under Linux. People should keep in mind that header dependancies are NOT calculated by the makefiles. a "make clean" and then a "make DEBUG=1" seems to fix most of the issue. I'm still getting seg faults when entering the options menu but it's inconsistant. I'll do more testing/debugging later. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-03-28 07:37 Message: Logged In: NO I got the same problem, as gbrinkmann on my box (RedHat7, XFree4.0.2, Kernel 2.4.2, Geforce GTS with newest nvidia driver ) now going downgrading ...;-) bye ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-26 23:51 Message: Logged In: YES user_id=48712 Oh sorry, "then it freezes" is missing in my reply. I can switch to another console to (CTRL-ALT-Fn) and kill bzflag. Ciao, Gert ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-26 23:48 Message: Logged In: YES user_id=48712 I had the recent CVS version of bzflag (2001/03/27), patched and recompiled it with this patch. The result ist that i cannot start bzflag anymore. It opens its screen and the last output i see is "loading fixedmr" (was it?) in the console-area. My System: Linux, Suse6.3, RivaTNT, XFree3.3.6 (do you need more information?) ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-26 14:18 Message: Logged In: YES user_id=25311 Updated for latest CVS again. TESTERS WANTED! ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-20 12:18 Message: Logged In: YES user_id=25311 Doesn't create & destroy the list anymore, also updated for latest CVS. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-17 15:00 Message: Logged In: YES user_id=25311 -Corrected loading colors from config file - now, when the "custom" option is selected, BZFlag uses the colors from the config file. -Corrected opporite colors problem. -Did what I said I was going to do in #3. -Still needs testing! ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-17 13:05 Message: Logged In: YES user_id=25311 Added option menu item for the enhanced radar for those who don't want it. I have a few more things to sort out: 1. The radar colors option shows the opposite of what you have selected sometimes. 2. The colors loaded from the config file no longer work. 3. I plan on making the enhanced radar slightly more intelligent: I plan on making it so that as long as your z- coordinate is between the top & bottom of the object, it is completely opaque and colored. 4. It has to be tested more. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-16 14:52 Message: Logged In: YES user_id=25311 Tried to fix memory leak. Tell me if it works. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-15 15:21 Message: Logged In: YES user_id=25311 Changed to include an additional option menu item to adjust brightness of radar. I plan on also adding an option to switch between the old & new radar looks. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=408433&group_id=3248 |
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From: <no...@so...> - 2001-10-22 19:21:47
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Bugs item #232236, was opened at 2001-02-13 13:48 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=232236&group_id=3248 Category: None Group: None >Status: Open Resolution: Out of Date Priority: 6 Submitted By: Jeremiah (cobraa1) Assigned to: Jeremiah (cobraa1) Summary: Client and server don't work on same machine Initial Comment: Whenever I have a server running in the background, my client won't work on remote servers - bullets come from nowhere and everybody has black caps. BZFlag version doesn't make a difference, and neither does switching between UDP and TCP/IP. ---------------------------------------------------------------------- >Comment By: Jeremiah (cobraa1) Date: 2001-10-22 12:21 Message: Logged In: YES user_id=25311 Tested today (22 Oct) with CVS updates - still happens - see previous notes; I don't think it's UDP. I think it's TCP. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-10-22 12:04 Message: Logged In: YES user_id=8134 no reply as to testing with new code. assumed fixed. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-06 21:11 Message: Logged In: YES user_id=8134 This is/was not a problem with franks code as far as port numbers go. reassigned. Please test with the current CVS version as it chages the port code and uses select() more and does not poll like the original udp code. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-02-24 09:40 Message: This problem was known before 1.7fx (it happened in 1.7d9), and still happens with UDP disabled, so this is probably a TCP/IP problem. It's definitely not a UDP problem. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-02-24 08:21 Message: It should not affect the game, as the UDP range is starting at port 17200 and continues upward if 17200 is already in use. fx3 (or e1) does not bind to static port numbers, it binds to static port ranges! Therefore you should see the client using 17200 and the server 17201 if you run it on the same machine for the first player. I suggest to build/activate some logging into the server & client to check what messages it gets and sends. - bzfrank ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-02-24 01:46 Message: Have you tried disabling udp? Frank's UDP code assumes the client and server can both open the same port. Obviously they can't when they are run on the same machine. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-02-13 15:23 Message: I'm running Win2000, but I had the same problem when the school had NT. I've tried nearly all versions of BZFlag. I start it from outside, but I've just tried starting it from inside BZFlag - doesn't make a difference. Connecting to the server from the client works, but connecting to another server not on the machine while it is running messes it up. I have to close the server and re-connect. I actually found this out when somebody asked me if I was running a server when I had problems once, so the problem is not just me. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-02-13 14:26 Message: What OS? What versions have you tried? Did you start the server from inside the client or outside the client? How high is the CPU load for bzfs? ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=232236&group_id=3248 |
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From: <no...@so...> - 2001-10-22 19:04:57
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Bugs item #232236, was opened at 2001-02-13 13:48 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=232236&group_id=3248 Category: None Group: None >Status: Closed >Resolution: Out of Date Priority: 6 Submitted By: Jeremiah (cobraa1) >Assigned to: Jeremiah (cobraa1) Summary: Client and server don't work on same machine Initial Comment: Whenever I have a server running in the background, my client won't work on remote servers - bullets come from nowhere and everybody has black caps. BZFlag version doesn't make a difference, and neither does switching between UDP and TCP/IP. ---------------------------------------------------------------------- >Comment By: Tim Riker (timriker) Date: 2001-10-22 12:04 Message: Logged In: YES user_id=8134 no reply as to testing with new code. assumed fixed. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-06 21:11 Message: Logged In: YES user_id=8134 This is/was not a problem with franks code as far as port numbers go. reassigned. Please test with the current CVS version as it chages the port code and uses select() more and does not poll like the original udp code. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-02-24 09:40 Message: This problem was known before 1.7fx (it happened in 1.7d9), and still happens with UDP disabled, so this is probably a TCP/IP problem. It's definitely not a UDP problem. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-02-24 08:21 Message: It should not affect the game, as the UDP range is starting at port 17200 and continues upward if 17200 is already in use. fx3 (or e1) does not bind to static port numbers, it binds to static port ranges! Therefore you should see the client using 17200 and the server 17201 if you run it on the same machine for the first player. I suggest to build/activate some logging into the server & client to check what messages it gets and sends. - bzfrank ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-02-24 01:46 Message: Have you tried disabling udp? Frank's UDP code assumes the client and server can both open the same port. Obviously they can't when they are run on the same machine. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-02-13 15:23 Message: I'm running Win2000, but I had the same problem when the school had NT. I've tried nearly all versions of BZFlag. I start it from outside, but I've just tried starting it from inside BZFlag - doesn't make a difference. Connecting to the server from the client works, but connecting to another server not on the machine while it is running messes it up. I have to close the server and re-connect. I actually found this out when somebody asked me if I was running a server when I had problems once, so the problem is not just me. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-02-13 14:26 Message: What OS? What versions have you tried? Did you start the server from inside the client or outside the client? How high is the CPU load for bzfs? ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=232236&group_id=3248 |
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From: <no...@so...> - 2001-10-22 18:58:23
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Bugs item #473416, was opened at 2001-10-21 09:05 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=473416&group_id=3248 Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 2 Submitted By: Frank Thilo (chestal) >Assigned to: Tim Riker (timriker) Summary: minor bzfs -help bug Initial Comment: There is a bug in extraUsage() which pritnf 0xffffff in the -lagdrop line for me. It's easy to fix, just change cout << "\t -lagdrop: drop player after this many lag warnings" << to cout << "\t -lagdrop: drop player after this many lag warnings" << endl; ---------------------------------------------------------------------- >Comment By: Tim Riker (timriker) Date: 2001-10-22 11:58 Message: Logged In: YES user_id=8134 fixed, thanx. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=473416&group_id=3248 |
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From: <no...@so...> - 2001-10-22 17:29:38
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Patches item #408433, was opened at 2001-03-13 21:33 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=408433&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jeremiah (cobraa1) Assigned to: Jeremiah (cobraa1) Summary: Radar changes Initial Comment: Does two things: 1. Makes a hollow diamond indicate height instead of a filled rectangle. That way, high players don't block large parts of the radar. 2. Made it much easier to navigate multi-level arenas, and to distinguish objects at different heights. Basically, here's what I did: I changed the radar so that objects close to your z-coordinate appear solid, and objects that are not close to your z-coordinate fade into the background. Have to have smoothing turned on in order to see this the best (smoothing turns on transparency on the radar). When smoothing is turned off, only the topmost object is seen, but it still changes color to indicate how close you are to it vertically. If anybody has any suggestions, adjustments, or ideas feel free to tell me. The bounding walls, players, and bullets are not affected by the changes listed in #2. You'll want to keep track of them at any height ;). -Jeremiah (CobraA1) ---------------------------------------------------------------------- >Comment By: Jeremiah (cobraa1) Date: 2001-10-22 10:29 Message: Logged In: YES user_id=25311 Excellent! I've also moved the initializing of usingCustom into the constructor of the class, so it's more OO friendly. Now all we need is word from TimRiker to see if the problem has gone away. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-22 10:28 Message: Logged In: YES user_id=25311 Excellent! I've also moved the initializing of usingCustom into the constructor of the class, so it's more OO friendly. Now all we need is word from TimRiker to see if the problem has gone away. ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-22 09:09 Message: Logged In: YES user_id=66583 Small change to integrate with custom CTF/elevated bases (renders base after the rest of the radar, so even if a box is drawn above it the base position is still visible). Also allows radar to render rotated bases correctly. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-21 21:34 Message: Logged In: YES user_id=25311 I think I've found it! Apparently it's not the braces - I watched the additions I made to the SceneRenderer class, and apparently usingCustom starts undefined (and stays that way)! I don't see why VC++ didn't catch that, but that seems to be the problem. I've updated my code for CVS, and included the fix. I'm also closing the bug report - somebody explained to me why the braces exist. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-21 20:32 Message: Logged In: YES user_id=25311 There seems to be an anomaly in playing.cxx - there's a set of curly braces that don't seem to have a purpose. I've posted it as a bug. It is bug #473549. ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-21 17:25 Message: Logged In: YES user_id=66583 I just rebuilt CVS, so here's an updated patch (current with CVS as of 10/21/01 18:25 MDT ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-10-20 01:24 Message: Logged In: YES user_id=8134 nor current stack trace: (gdb) backtrace #0 AList::getLength (this=0xc483c2a1) at ../../include/AList.h:232 #1 0x080e33fa in BzfWindowCBAList::append (this=0xc483c2a1, item=@0xbfffebb4) at ../../include/BzfWindow.h:30 #2 0x080b1c46 in BzfWindow::addResizeCallback (this=0xc483c289, _cb=0x804f0f0 <ControlPanel::resizeCallback(void *)>, data=0xbffff594) at BzfWindow.cxx:72 #3 0x0804d7f6 in ControlPanel::ControlPanel (this=0xbffff594, _mainWindow=@0x402cc18a, renderer=@0xbffff76c) at ControlPanel.cxx:65 #4 0x0807d025 in startPlaying (_display=0x81016d8, renderer=@0xbffff76c, _resources=@0x80fbec0, _info=0x80fbd60) at playing.cxx:4320 #5 0x08092c59 in main (argc=1, argv=0xbffffcb4) at bzflag.cxx:1178 #6 0x402846ef in __libc_start_main () from /lib/libc.so.6 ---------------------------------------------------------------------- Comment By: Ken Franks (turnkey) Date: 2001-10-16 23:00 Message: Logged In: YES user_id=351537 I need instruction on how to install this patch after I get it. Thanks Ken ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-09-25 15:40 Message: Logged In: YES user_id=25311 CVS changed again; here's the updated version of the patch. TimRiker, could you send me an updated version of the debug dump? The line numbers on the old dump don't match. Could you also add "Updated for current CVS" to canned responses? ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-08-28 19:51 Message: Logged In: YES user_id=25311 I've re-updated the file for CVS, including timriker's modification. I'll try to find where the segfault occurs based on timriker's info, but I don't have Linux so I can't guarantee I'll be able to find it and fix it. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-07-11 17:55 Message: Logged In: YES user_id=8134 ok, a windows thing. It's "Obstacle.h" not "obstacle.h" I fixed the patch and reattached it. When I apply if on Linux it segfaults. So I have not applied it to CVS. timr@localhost:~/work/bzflag$ gdb bin/bzflag GNU gdb 5.0 Copyright 2000 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i686-pc-linux-gnu"... (gdb) run Starting program: /home/timr/work/bzflag/bin/bzflag [New Thread 1024 (LWP 1546)] joystick 'joystick' not supported... Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 1024 (LWP 1546)] AList::getLength (this=0xffc38173) at ../../include/AList.h:232 232 return length; (gdb) backtrace #0 AList::getLength (this=0xffc38173) at ../../include/AList.h:232 #1 0x80e27aa in BzfWindowCBAList::append (this=0xffc38173, item=@0xbfffe7f4) at ../../include/BzfWindow.h:30 #2 0x80b14f6 in BzfWindow::addResizeCallback (this=0xffc3815b, _cb=0x804edb0 <ControlPanel::resizeCallback(void *)>, data=0xbffff1d4) at BzfWindow.cxx:72 #3 0x804d4b6 in ControlPanel::ControlPanel (this=0xbffff1d4, _mainWindow=@0x402bbe4d, renderer=@0xbffff56c) at ControlPanel.cxx:65 #4 0x807c575 in startPlaying (_display=0x8100758, renderer=@0xbffff56c, _resources=@0x80fb120, _info=0x80fafc0) at playing.cxx:4218 #5 0x80924e2 in main (argc=1, argv=0xbffffabc) at bzflag.cxx:1172 #6 0x4026b2eb in __libc_start_main () from /lib/libc.so.6 ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-07-11 16:15 Message: Logged In: YES user_id=25311 Unfortunately, I don't have access to the CVS tree right now, and I haven't gotten X-windows to work on my computer yet. I may not be able to do anything until I get back to college, where I have sufficient resources to start working on BZFlag again. Are you sure obstacle.h was changed? Try using the one on the CVS tree. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-07-11 03:22 Message: Logged In: YES user_id=8134 Patch is missing obstacle.h so it does not compile. Please attach that file here as well. Tab formatting is all messed up. I attach a correctly formatted diff here. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-04-22 11:34 Message: Logged In: YES user_id=25311 Updated for current version of CVS again. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-04-09 05:20 Message: Logged In: YES user_id=48712 Hi Jeremiah, when driving through the world, especially when turning, the buildings on the radar are flickering. Also when dropping or collecting a flag they flash dark. (That has been in all patch-versions already.) The last thing is: Being much higher than a building results in the building to disapear from the radar. I thought that this was fixed so that they have a minimum brightness all the time? (i am using low details; Linux Suse6.3, Xfree3.3.6) Ciao, Gert ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-04-07 12:39 Message: Logged In: YES user_id=25311 Updated for CVS again. The diamons is drawn all of the time; it's just that it dissapears because it gets smaller than the rectangle when at ground level. I've set VC++ for tab=8 and indent=2, so there's less problems when I change the code in the future. I still have to look at the formatting of the existing code sometime. Did a cvs update -C bzflag.dsp on my computer. Deleted CR at end of flag.cxx, so diff'ing doesnt'add the extra section. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-29 23:17 Message: Logged In: YES user_id=48712 A suggestion to the "hollow diamond indicate height instead of a filled rectangle" topic: Could you draw this diamond all the time even if the tanks are on the ground? (I think, at the moment it is only drawn when the tank is higher than the ground, isn't it?). The reason for this is that the blue tank very often is difficult to see on the radar. The white diamond around it would make it more visible. Gert ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-29 18:00 Message: Logged In: YES user_id=25311 Made Chris's changes: ---------------------- jeremiah, i've included a patch to your patch. it has the following changes: * uses the existing formatting style * exploits polymorphism (just one colorScale() and transScale() each) * makes new functions into methods on RadarRenderer * sets a minimum transparency so buildings never disappear ------------------- Also corrected compiler warnings and errors, and updated for CVS. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-29 02:50 Message: Logged In: YES user_id=48712 I retried the patch. Now i did a "make clean" before making it and it works. Thanks. The effect of shading the buildings will be good, i think, when it will be finnished. At the moment only buildings and teleporters at the same or higher level as the tanks level can be seen. This is irritating, the shading of the buldings should be computed relatively to the ground's height and not the tank's height, i think. Buildings in the same height as the tank is at are flickering when moving the tank. I guess that this will be gone, too, when the groundlevel-distance is used for computing the shading-intensity. Ciao, Gert ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-28 23:40 Message: Logged In: YES user_id=8134 indenting does not follow the tab=8 indent=2 SceneRenderer.cxx: In method `SceneRenderer::SceneRenderer(MainWindow &)': ../../include/SceneRenderer.h:197: warning: member initializers for `int SceneRenderer::useEnhancedRadarOn' ../../include/SceneRenderer.h:198: warning: and `boolean SceneRenderer::useFogHack' SceneRenderer.cxx:106: warning: will be re-ordered to match declaration order src/bzflag/menus.cxx - standard options should preceed debug options. I guess I will move the debug block at some point, so don't worry about this one. please avoid extraneous mods like the extra cr at end of src/common/Flag.cxx win32/bzflag.dsp incorrectly reverts VERSION= note: I did get the reported segfault when compiling under Linux. People should keep in mind that header dependancies are NOT calculated by the makefiles. a "make clean" and then a "make DEBUG=1" seems to fix most of the issue. I'm still getting seg faults when entering the options menu but it's inconsistant. I'll do more testing/debugging later. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-03-28 07:37 Message: Logged In: NO I got the same problem, as gbrinkmann on my box (RedHat7, XFree4.0.2, Kernel 2.4.2, Geforce GTS with newest nvidia driver ) now going downgrading ...;-) bye ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-26 23:51 Message: Logged In: YES user_id=48712 Oh sorry, "then it freezes" is missing in my reply. I can switch to another console to (CTRL-ALT-Fn) and kill bzflag. Ciao, Gert ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-26 23:48 Message: Logged In: YES user_id=48712 I had the recent CVS version of bzflag (2001/03/27), patched and recompiled it with this patch. The result ist that i cannot start bzflag anymore. It opens its screen and the last output i see is "loading fixedmr" (was it?) in the console-area. My System: Linux, Suse6.3, RivaTNT, XFree3.3.6 (do you need more information?) ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-26 14:18 Message: Logged In: YES user_id=25311 Updated for latest CVS again. TESTERS WANTED! ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-20 12:18 Message: Logged In: YES user_id=25311 Doesn't create & destroy the list anymore, also updated for latest CVS. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-17 15:00 Message: Logged In: YES user_id=25311 -Corrected loading colors from config file - now, when the "custom" option is selected, BZFlag uses the colors from the config file. -Corrected opporite colors problem. -Did what I said I was going to do in #3. -Still needs testing! ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-17 13:05 Message: Logged In: YES user_id=25311 Added option menu item for the enhanced radar for those who don't want it. I have a few more things to sort out: 1. The radar colors option shows the opposite of what you have selected sometimes. 2. The colors loaded from the config file no longer work. 3. I plan on making the enhanced radar slightly more intelligent: I plan on making it so that as long as your z- coordinate is between the top & bottom of the object, it is completely opaque and colored. 4. It has to be tested more. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-16 14:52 Message: Logged In: YES user_id=25311 Tried to fix memory leak. Tell me if it works. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-15 15:21 Message: Logged In: YES user_id=25311 Changed to include an additional option menu item to adjust brightness of radar. I plan on also adding an option to switch between the old & new radar looks. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=408433&group_id=3248 |
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From: <no...@so...> - 2001-10-22 17:29:01
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Patches item #408433, was opened at 2001-03-13 21:33 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=408433&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jeremiah (cobraa1) Assigned to: Jeremiah (cobraa1) Summary: Radar changes Initial Comment: Does two things: 1. Makes a hollow diamond indicate height instead of a filled rectangle. That way, high players don't block large parts of the radar. 2. Made it much easier to navigate multi-level arenas, and to distinguish objects at different heights. Basically, here's what I did: I changed the radar so that objects close to your z-coordinate appear solid, and objects that are not close to your z-coordinate fade into the background. Have to have smoothing turned on in order to see this the best (smoothing turns on transparency on the radar). When smoothing is turned off, only the topmost object is seen, but it still changes color to indicate how close you are to it vertically. If anybody has any suggestions, adjustments, or ideas feel free to tell me. The bounding walls, players, and bullets are not affected by the changes listed in #2. You'll want to keep track of them at any height ;). -Jeremiah (CobraA1) ---------------------------------------------------------------------- >Comment By: Jeremiah (cobraa1) Date: 2001-10-22 10:28 Message: Logged In: YES user_id=25311 Excellent! I've also moved the initializing of usingCustom into the constructor of the class, so it's more OO friendly. Now all we need is word from TimRiker to see if the problem has gone away. ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-22 09:09 Message: Logged In: YES user_id=66583 Small change to integrate with custom CTF/elevated bases (renders base after the rest of the radar, so even if a box is drawn above it the base position is still visible). Also allows radar to render rotated bases correctly. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-21 21:34 Message: Logged In: YES user_id=25311 I think I've found it! Apparently it's not the braces - I watched the additions I made to the SceneRenderer class, and apparently usingCustom starts undefined (and stays that way)! I don't see why VC++ didn't catch that, but that seems to be the problem. I've updated my code for CVS, and included the fix. I'm also closing the bug report - somebody explained to me why the braces exist. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-21 20:32 Message: Logged In: YES user_id=25311 There seems to be an anomaly in playing.cxx - there's a set of curly braces that don't seem to have a purpose. I've posted it as a bug. It is bug #473549. ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-21 17:25 Message: Logged In: YES user_id=66583 I just rebuilt CVS, so here's an updated patch (current with CVS as of 10/21/01 18:25 MDT ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-10-20 01:24 Message: Logged In: YES user_id=8134 nor current stack trace: (gdb) backtrace #0 AList::getLength (this=0xc483c2a1) at ../../include/AList.h:232 #1 0x080e33fa in BzfWindowCBAList::append (this=0xc483c2a1, item=@0xbfffebb4) at ../../include/BzfWindow.h:30 #2 0x080b1c46 in BzfWindow::addResizeCallback (this=0xc483c289, _cb=0x804f0f0 <ControlPanel::resizeCallback(void *)>, data=0xbffff594) at BzfWindow.cxx:72 #3 0x0804d7f6 in ControlPanel::ControlPanel (this=0xbffff594, _mainWindow=@0x402cc18a, renderer=@0xbffff76c) at ControlPanel.cxx:65 #4 0x0807d025 in startPlaying (_display=0x81016d8, renderer=@0xbffff76c, _resources=@0x80fbec0, _info=0x80fbd60) at playing.cxx:4320 #5 0x08092c59 in main (argc=1, argv=0xbffffcb4) at bzflag.cxx:1178 #6 0x402846ef in __libc_start_main () from /lib/libc.so.6 ---------------------------------------------------------------------- Comment By: Ken Franks (turnkey) Date: 2001-10-16 23:00 Message: Logged In: YES user_id=351537 I need instruction on how to install this patch after I get it. Thanks Ken ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-09-25 15:40 Message: Logged In: YES user_id=25311 CVS changed again; here's the updated version of the patch. TimRiker, could you send me an updated version of the debug dump? The line numbers on the old dump don't match. Could you also add "Updated for current CVS" to canned responses? ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-08-28 19:51 Message: Logged In: YES user_id=25311 I've re-updated the file for CVS, including timriker's modification. I'll try to find where the segfault occurs based on timriker's info, but I don't have Linux so I can't guarantee I'll be able to find it and fix it. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-07-11 17:55 Message: Logged In: YES user_id=8134 ok, a windows thing. It's "Obstacle.h" not "obstacle.h" I fixed the patch and reattached it. When I apply if on Linux it segfaults. So I have not applied it to CVS. timr@localhost:~/work/bzflag$ gdb bin/bzflag GNU gdb 5.0 Copyright 2000 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i686-pc-linux-gnu"... (gdb) run Starting program: /home/timr/work/bzflag/bin/bzflag [New Thread 1024 (LWP 1546)] joystick 'joystick' not supported... Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 1024 (LWP 1546)] AList::getLength (this=0xffc38173) at ../../include/AList.h:232 232 return length; (gdb) backtrace #0 AList::getLength (this=0xffc38173) at ../../include/AList.h:232 #1 0x80e27aa in BzfWindowCBAList::append (this=0xffc38173, item=@0xbfffe7f4) at ../../include/BzfWindow.h:30 #2 0x80b14f6 in BzfWindow::addResizeCallback (this=0xffc3815b, _cb=0x804edb0 <ControlPanel::resizeCallback(void *)>, data=0xbffff1d4) at BzfWindow.cxx:72 #3 0x804d4b6 in ControlPanel::ControlPanel (this=0xbffff1d4, _mainWindow=@0x402bbe4d, renderer=@0xbffff56c) at ControlPanel.cxx:65 #4 0x807c575 in startPlaying (_display=0x8100758, renderer=@0xbffff56c, _resources=@0x80fb120, _info=0x80fafc0) at playing.cxx:4218 #5 0x80924e2 in main (argc=1, argv=0xbffffabc) at bzflag.cxx:1172 #6 0x4026b2eb in __libc_start_main () from /lib/libc.so.6 ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-07-11 16:15 Message: Logged In: YES user_id=25311 Unfortunately, I don't have access to the CVS tree right now, and I haven't gotten X-windows to work on my computer yet. I may not be able to do anything until I get back to college, where I have sufficient resources to start working on BZFlag again. Are you sure obstacle.h was changed? Try using the one on the CVS tree. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-07-11 03:22 Message: Logged In: YES user_id=8134 Patch is missing obstacle.h so it does not compile. Please attach that file here as well. Tab formatting is all messed up. I attach a correctly formatted diff here. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-04-22 11:34 Message: Logged In: YES user_id=25311 Updated for current version of CVS again. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-04-09 05:20 Message: Logged In: YES user_id=48712 Hi Jeremiah, when driving through the world, especially when turning, the buildings on the radar are flickering. Also when dropping or collecting a flag they flash dark. (That has been in all patch-versions already.) The last thing is: Being much higher than a building results in the building to disapear from the radar. I thought that this was fixed so that they have a minimum brightness all the time? (i am using low details; Linux Suse6.3, Xfree3.3.6) Ciao, Gert ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-04-07 12:39 Message: Logged In: YES user_id=25311 Updated for CVS again. The diamons is drawn all of the time; it's just that it dissapears because it gets smaller than the rectangle when at ground level. I've set VC++ for tab=8 and indent=2, so there's less problems when I change the code in the future. I still have to look at the formatting of the existing code sometime. Did a cvs update -C bzflag.dsp on my computer. Deleted CR at end of flag.cxx, so diff'ing doesnt'add the extra section. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-29 23:17 Message: Logged In: YES user_id=48712 A suggestion to the "hollow diamond indicate height instead of a filled rectangle" topic: Could you draw this diamond all the time even if the tanks are on the ground? (I think, at the moment it is only drawn when the tank is higher than the ground, isn't it?). The reason for this is that the blue tank very often is difficult to see on the radar. The white diamond around it would make it more visible. Gert ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-29 18:00 Message: Logged In: YES user_id=25311 Made Chris's changes: ---------------------- jeremiah, i've included a patch to your patch. it has the following changes: * uses the existing formatting style * exploits polymorphism (just one colorScale() and transScale() each) * makes new functions into methods on RadarRenderer * sets a minimum transparency so buildings never disappear ------------------- Also corrected compiler warnings and errors, and updated for CVS. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-29 02:50 Message: Logged In: YES user_id=48712 I retried the patch. Now i did a "make clean" before making it and it works. Thanks. The effect of shading the buildings will be good, i think, when it will be finnished. At the moment only buildings and teleporters at the same or higher level as the tanks level can be seen. This is irritating, the shading of the buldings should be computed relatively to the ground's height and not the tank's height, i think. Buildings in the same height as the tank is at are flickering when moving the tank. I guess that this will be gone, too, when the groundlevel-distance is used for computing the shading-intensity. Ciao, Gert ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-28 23:40 Message: Logged In: YES user_id=8134 indenting does not follow the tab=8 indent=2 SceneRenderer.cxx: In method `SceneRenderer::SceneRenderer(MainWindow &)': ../../include/SceneRenderer.h:197: warning: member initializers for `int SceneRenderer::useEnhancedRadarOn' ../../include/SceneRenderer.h:198: warning: and `boolean SceneRenderer::useFogHack' SceneRenderer.cxx:106: warning: will be re-ordered to match declaration order src/bzflag/menus.cxx - standard options should preceed debug options. I guess I will move the debug block at some point, so don't worry about this one. please avoid extraneous mods like the extra cr at end of src/common/Flag.cxx win32/bzflag.dsp incorrectly reverts VERSION= note: I did get the reported segfault when compiling under Linux. People should keep in mind that header dependancies are NOT calculated by the makefiles. a "make clean" and then a "make DEBUG=1" seems to fix most of the issue. I'm still getting seg faults when entering the options menu but it's inconsistant. I'll do more testing/debugging later. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-03-28 07:37 Message: Logged In: NO I got the same problem, as gbrinkmann on my box (RedHat7, XFree4.0.2, Kernel 2.4.2, Geforce GTS with newest nvidia driver ) now going downgrading ...;-) bye ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-26 23:51 Message: Logged In: YES user_id=48712 Oh sorry, "then it freezes" is missing in my reply. I can switch to another console to (CTRL-ALT-Fn) and kill bzflag. Ciao, Gert ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-26 23:48 Message: Logged In: YES user_id=48712 I had the recent CVS version of bzflag (2001/03/27), patched and recompiled it with this patch. The result ist that i cannot start bzflag anymore. It opens its screen and the last output i see is "loading fixedmr" (was it?) in the console-area. My System: Linux, Suse6.3, RivaTNT, XFree3.3.6 (do you need more information?) ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-26 14:18 Message: Logged In: YES user_id=25311 Updated for latest CVS again. TESTERS WANTED! ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-20 12:18 Message: Logged In: YES user_id=25311 Doesn't create & destroy the list anymore, also updated for latest CVS. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-17 15:00 Message: Logged In: YES user_id=25311 -Corrected loading colors from config file - now, when the "custom" option is selected, BZFlag uses the colors from the config file. -Corrected opporite colors problem. -Did what I said I was going to do in #3. -Still needs testing! ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-17 13:05 Message: Logged In: YES user_id=25311 Added option menu item for the enhanced radar for those who don't want it. I have a few more things to sort out: 1. The radar colors option shows the opposite of what you have selected sometimes. 2. The colors loaded from the config file no longer work. 3. I plan on making the enhanced radar slightly more intelligent: I plan on making it so that as long as your z- coordinate is between the top & bottom of the object, it is completely opaque and colored. 4. It has to be tested more. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-16 14:52 Message: Logged In: YES user_id=25311 Tried to fix memory leak. Tell me if it works. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-15 15:21 Message: Logged In: YES user_id=25311 Changed to include an additional option menu item to adjust brightness of radar. I plan on also adding an option to switch between the old & new radar looks. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=408433&group_id=3248 |
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From: <no...@so...> - 2001-10-22 16:49:37
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Patches item #441608, was opened at 2001-07-15 23:37 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=441608&group_id=3248 Category: None Group: None Status: Closed Resolution: Accepted Priority: 7 Submitted By: Colin Bayer (vogon_jeltz) Assigned to: Tim Riker (timriker) Summary: Custom CTF Worlds Initial Comment: If my flag-on-building patch wasn't the holy grail, this one is. It modifies the server to allow custom CTF worlds. Specify bases like this: base position <x> <y> <z> <rotation isn't supported and can't be until at least 1.8> <size is preset at 60 meters all the way across; again, not available until 1.8> color <team number> end Like it? Well, it'll be better when we can start 1.8 development... ---------------------------------------------------------------------- >Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-22 09:49 Message: Logged In: YES user_id=66583 CTF stands for Capture-The-Flag. Before this patch, when one wanted to play a capture the flag game, they had to use a specific default world map. As tim pointed out, see rikers.org:6667 for an example. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-10-22 09:39 Message: Logged In: YES user_id=48712 Sorry, but what is a custom "CTF"-world? ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-10-20 02:07 Message: Logged In: YES user_id=8134 Applied to CVS with some mods. rikers.org:6667 running hix.bzw in ctf mode ---------------------------------------------------------------------- Comment By: Colin Bayer (vogon_jeltz) Date: 2001-07-21 23:42 Message: Logged In: YES user_id=190929 Found another bug and fixed it... live and/or learn... -- SIGKILL ---------------------------------------------------------------------- Comment By: Colin Bayer (vogon_jeltz) Date: 2001-07-16 15:37 Message: Logged In: YES user_id=190929 AFAIK, bases can be placed in the air. However, unless (shameless plug) you have my flag-on-building patch installed, the flag will either fall all the way to the ground or will fly to the center of the arena. It should be easy enough to make an elevated base -- just slap a building under it. -- SIGKILL ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-07-16 11:34 Message: Logged In: YES user_id=66583 Should there be a z value for position on this one? It could be interesting, but we might need to protect world designers from themselves. Also - if the base is elevated, do tanks fall through it? What would be required to make them not fall through? ---------------------------------------------------------------------- Comment By: Colin Bayer (vogon_jeltz) Date: 2001-07-16 01:55 Message: Logged In: YES user_id=190929 Oops, found a bug... well, it's fixed now. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=441608&group_id=3248 |
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From: <no...@so...> - 2001-10-22 16:39:43
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Patches item #441608, was opened at 2001-07-15 23:37 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=441608&group_id=3248 Category: None Group: None Status: Closed Resolution: Accepted Priority: 7 Submitted By: Colin Bayer (vogon_jeltz) Assigned to: Tim Riker (timriker) Summary: Custom CTF Worlds Initial Comment: If my flag-on-building patch wasn't the holy grail, this one is. It modifies the server to allow custom CTF worlds. Specify bases like this: base position <x> <y> <z> <rotation isn't supported and can't be until at least 1.8> <size is preset at 60 meters all the way across; again, not available until 1.8> color <team number> end Like it? Well, it'll be better when we can start 1.8 development... ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-10-22 09:39 Message: Logged In: YES user_id=48712 Sorry, but what is a custom "CTF"-world? ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-10-20 02:07 Message: Logged In: YES user_id=8134 Applied to CVS with some mods. rikers.org:6667 running hix.bzw in ctf mode ---------------------------------------------------------------------- Comment By: Colin Bayer (vogon_jeltz) Date: 2001-07-21 23:42 Message: Logged In: YES user_id=190929 Found another bug and fixed it... live and/or learn... -- SIGKILL ---------------------------------------------------------------------- Comment By: Colin Bayer (vogon_jeltz) Date: 2001-07-16 15:37 Message: Logged In: YES user_id=190929 AFAIK, bases can be placed in the air. However, unless (shameless plug) you have my flag-on-building patch installed, the flag will either fall all the way to the ground or will fly to the center of the arena. It should be easy enough to make an elevated base -- just slap a building under it. -- SIGKILL ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-07-16 11:34 Message: Logged In: YES user_id=66583 Should there be a z value for position on this one? It could be interesting, but we might need to protect world designers from themselves. Also - if the base is elevated, do tanks fall through it? What would be required to make them not fall through? ---------------------------------------------------------------------- Comment By: Colin Bayer (vogon_jeltz) Date: 2001-07-16 01:55 Message: Logged In: YES user_id=190929 Oops, found a bug... well, it's fixed now. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=441608&group_id=3248 |
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From: <no...@so...> - 2001-10-22 16:09:50
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Patches item #408433, was opened at 2001-03-13 21:33 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=408433&group_id=3248 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jeremiah (cobraa1) Assigned to: Jeremiah (cobraa1) Summary: Radar changes Initial Comment: Does two things: 1. Makes a hollow diamond indicate height instead of a filled rectangle. That way, high players don't block large parts of the radar. 2. Made it much easier to navigate multi-level arenas, and to distinguish objects at different heights. Basically, here's what I did: I changed the radar so that objects close to your z-coordinate appear solid, and objects that are not close to your z-coordinate fade into the background. Have to have smoothing turned on in order to see this the best (smoothing turns on transparency on the radar). When smoothing is turned off, only the topmost object is seen, but it still changes color to indicate how close you are to it vertically. If anybody has any suggestions, adjustments, or ideas feel free to tell me. The bounding walls, players, and bullets are not affected by the changes listed in #2. You'll want to keep track of them at any height ;). -Jeremiah (CobraA1) ---------------------------------------------------------------------- >Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-22 09:09 Message: Logged In: YES user_id=66583 Small change to integrate with custom CTF/elevated bases (renders base after the rest of the radar, so even if a box is drawn above it the base position is still visible). Also allows radar to render rotated bases correctly. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-21 21:34 Message: Logged In: YES user_id=25311 I think I've found it! Apparently it's not the braces - I watched the additions I made to the SceneRenderer class, and apparently usingCustom starts undefined (and stays that way)! I don't see why VC++ didn't catch that, but that seems to be the problem. I've updated my code for CVS, and included the fix. I'm also closing the bug report - somebody explained to me why the braces exist. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-10-21 20:32 Message: Logged In: YES user_id=25311 There seems to be an anomaly in playing.cxx - there's a set of curly braces that don't seem to have a purpose. I've posted it as a bug. It is bug #473549. ---------------------------------------------------------------------- Comment By: David Trowbridge (davidtrowbridge) Date: 2001-10-21 17:25 Message: Logged In: YES user_id=66583 I just rebuilt CVS, so here's an updated patch (current with CVS as of 10/21/01 18:25 MDT ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-10-20 01:24 Message: Logged In: YES user_id=8134 nor current stack trace: (gdb) backtrace #0 AList::getLength (this=0xc483c2a1) at ../../include/AList.h:232 #1 0x080e33fa in BzfWindowCBAList::append (this=0xc483c2a1, item=@0xbfffebb4) at ../../include/BzfWindow.h:30 #2 0x080b1c46 in BzfWindow::addResizeCallback (this=0xc483c289, _cb=0x804f0f0 <ControlPanel::resizeCallback(void *)>, data=0xbffff594) at BzfWindow.cxx:72 #3 0x0804d7f6 in ControlPanel::ControlPanel (this=0xbffff594, _mainWindow=@0x402cc18a, renderer=@0xbffff76c) at ControlPanel.cxx:65 #4 0x0807d025 in startPlaying (_display=0x81016d8, renderer=@0xbffff76c, _resources=@0x80fbec0, _info=0x80fbd60) at playing.cxx:4320 #5 0x08092c59 in main (argc=1, argv=0xbffffcb4) at bzflag.cxx:1178 #6 0x402846ef in __libc_start_main () from /lib/libc.so.6 ---------------------------------------------------------------------- Comment By: Ken Franks (turnkey) Date: 2001-10-16 23:00 Message: Logged In: YES user_id=351537 I need instruction on how to install this patch after I get it. Thanks Ken ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-09-25 15:40 Message: Logged In: YES user_id=25311 CVS changed again; here's the updated version of the patch. TimRiker, could you send me an updated version of the debug dump? The line numbers on the old dump don't match. Could you also add "Updated for current CVS" to canned responses? ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-08-28 19:51 Message: Logged In: YES user_id=25311 I've re-updated the file for CVS, including timriker's modification. I'll try to find where the segfault occurs based on timriker's info, but I don't have Linux so I can't guarantee I'll be able to find it and fix it. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-07-11 17:55 Message: Logged In: YES user_id=8134 ok, a windows thing. It's "Obstacle.h" not "obstacle.h" I fixed the patch and reattached it. When I apply if on Linux it segfaults. So I have not applied it to CVS. timr@localhost:~/work/bzflag$ gdb bin/bzflag GNU gdb 5.0 Copyright 2000 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i686-pc-linux-gnu"... (gdb) run Starting program: /home/timr/work/bzflag/bin/bzflag [New Thread 1024 (LWP 1546)] joystick 'joystick' not supported... Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 1024 (LWP 1546)] AList::getLength (this=0xffc38173) at ../../include/AList.h:232 232 return length; (gdb) backtrace #0 AList::getLength (this=0xffc38173) at ../../include/AList.h:232 #1 0x80e27aa in BzfWindowCBAList::append (this=0xffc38173, item=@0xbfffe7f4) at ../../include/BzfWindow.h:30 #2 0x80b14f6 in BzfWindow::addResizeCallback (this=0xffc3815b, _cb=0x804edb0 <ControlPanel::resizeCallback(void *)>, data=0xbffff1d4) at BzfWindow.cxx:72 #3 0x804d4b6 in ControlPanel::ControlPanel (this=0xbffff1d4, _mainWindow=@0x402bbe4d, renderer=@0xbffff56c) at ControlPanel.cxx:65 #4 0x807c575 in startPlaying (_display=0x8100758, renderer=@0xbffff56c, _resources=@0x80fb120, _info=0x80fafc0) at playing.cxx:4218 #5 0x80924e2 in main (argc=1, argv=0xbffffabc) at bzflag.cxx:1172 #6 0x4026b2eb in __libc_start_main () from /lib/libc.so.6 ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-07-11 16:15 Message: Logged In: YES user_id=25311 Unfortunately, I don't have access to the CVS tree right now, and I haven't gotten X-windows to work on my computer yet. I may not be able to do anything until I get back to college, where I have sufficient resources to start working on BZFlag again. Are you sure obstacle.h was changed? Try using the one on the CVS tree. ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-07-11 03:22 Message: Logged In: YES user_id=8134 Patch is missing obstacle.h so it does not compile. Please attach that file here as well. Tab formatting is all messed up. I attach a correctly formatted diff here. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-04-22 11:34 Message: Logged In: YES user_id=25311 Updated for current version of CVS again. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-04-09 05:20 Message: Logged In: YES user_id=48712 Hi Jeremiah, when driving through the world, especially when turning, the buildings on the radar are flickering. Also when dropping or collecting a flag they flash dark. (That has been in all patch-versions already.) The last thing is: Being much higher than a building results in the building to disapear from the radar. I thought that this was fixed so that they have a minimum brightness all the time? (i am using low details; Linux Suse6.3, Xfree3.3.6) Ciao, Gert ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-04-07 12:39 Message: Logged In: YES user_id=25311 Updated for CVS again. The diamons is drawn all of the time; it's just that it dissapears because it gets smaller than the rectangle when at ground level. I've set VC++ for tab=8 and indent=2, so there's less problems when I change the code in the future. I still have to look at the formatting of the existing code sometime. Did a cvs update -C bzflag.dsp on my computer. Deleted CR at end of flag.cxx, so diff'ing doesnt'add the extra section. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-29 23:17 Message: Logged In: YES user_id=48712 A suggestion to the "hollow diamond indicate height instead of a filled rectangle" topic: Could you draw this diamond all the time even if the tanks are on the ground? (I think, at the moment it is only drawn when the tank is higher than the ground, isn't it?). The reason for this is that the blue tank very often is difficult to see on the radar. The white diamond around it would make it more visible. Gert ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-29 18:00 Message: Logged In: YES user_id=25311 Made Chris's changes: ---------------------- jeremiah, i've included a patch to your patch. it has the following changes: * uses the existing formatting style * exploits polymorphism (just one colorScale() and transScale() each) * makes new functions into methods on RadarRenderer * sets a minimum transparency so buildings never disappear ------------------- Also corrected compiler warnings and errors, and updated for CVS. ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-29 02:50 Message: Logged In: YES user_id=48712 I retried the patch. Now i did a "make clean" before making it and it works. Thanks. The effect of shading the buildings will be good, i think, when it will be finnished. At the moment only buildings and teleporters at the same or higher level as the tanks level can be seen. This is irritating, the shading of the buldings should be computed relatively to the ground's height and not the tank's height, i think. Buildings in the same height as the tank is at are flickering when moving the tank. I guess that this will be gone, too, when the groundlevel-distance is used for computing the shading-intensity. Ciao, Gert ---------------------------------------------------------------------- Comment By: Tim Riker (timriker) Date: 2001-03-28 23:40 Message: Logged In: YES user_id=8134 indenting does not follow the tab=8 indent=2 SceneRenderer.cxx: In method `SceneRenderer::SceneRenderer(MainWindow &)': ../../include/SceneRenderer.h:197: warning: member initializers for `int SceneRenderer::useEnhancedRadarOn' ../../include/SceneRenderer.h:198: warning: and `boolean SceneRenderer::useFogHack' SceneRenderer.cxx:106: warning: will be re-ordered to match declaration order src/bzflag/menus.cxx - standard options should preceed debug options. I guess I will move the debug block at some point, so don't worry about this one. please avoid extraneous mods like the extra cr at end of src/common/Flag.cxx win32/bzflag.dsp incorrectly reverts VERSION= note: I did get the reported segfault when compiling under Linux. People should keep in mind that header dependancies are NOT calculated by the makefiles. a "make clean" and then a "make DEBUG=1" seems to fix most of the issue. I'm still getting seg faults when entering the options menu but it's inconsistant. I'll do more testing/debugging later. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-03-28 07:37 Message: Logged In: NO I got the same problem, as gbrinkmann on my box (RedHat7, XFree4.0.2, Kernel 2.4.2, Geforce GTS with newest nvidia driver ) now going downgrading ...;-) bye ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-26 23:51 Message: Logged In: YES user_id=48712 Oh sorry, "then it freezes" is missing in my reply. I can switch to another console to (CTRL-ALT-Fn) and kill bzflag. Ciao, Gert ---------------------------------------------------------------------- Comment By: Gert Brinkmann (gbrinkmann) Date: 2001-03-26 23:48 Message: Logged In: YES user_id=48712 I had the recent CVS version of bzflag (2001/03/27), patched and recompiled it with this patch. The result ist that i cannot start bzflag anymore. It opens its screen and the last output i see is "loading fixedmr" (was it?) in the console-area. My System: Linux, Suse6.3, RivaTNT, XFree3.3.6 (do you need more information?) ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-26 14:18 Message: Logged In: YES user_id=25311 Updated for latest CVS again. TESTERS WANTED! ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-20 12:18 Message: Logged In: YES user_id=25311 Doesn't create & destroy the list anymore, also updated for latest CVS. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-17 15:00 Message: Logged In: YES user_id=25311 -Corrected loading colors from config file - now, when the "custom" option is selected, BZFlag uses the colors from the config file. -Corrected opporite colors problem. -Did what I said I was going to do in #3. -Still needs testing! ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-17 13:05 Message: Logged In: YES user_id=25311 Added option menu item for the enhanced radar for those who don't want it. I have a few more things to sort out: 1. The radar colors option shows the opposite of what you have selected sometimes. 2. The colors loaded from the config file no longer work. 3. I plan on making the enhanced radar slightly more intelligent: I plan on making it so that as long as your z- coordinate is between the top & bottom of the object, it is completely opaque and colored. 4. It has to be tested more. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-16 14:52 Message: Logged In: YES user_id=25311 Tried to fix memory leak. Tell me if it works. ---------------------------------------------------------------------- Comment By: Jeremiah (cobraa1) Date: 2001-03-15 15:21 Message: Logged In: YES user_id=25311 Changed to include an additional option menu item to adjust brightness of radar. I plan on also adding an option to switch between the old & new radar looks. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=408433&group_id=3248 |
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From: <no...@so...> - 2001-10-22 04:36:45
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Bugs item #473549, was opened at 2001-10-21 19:34 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=473549&group_id=3248 Category: None Group: None >Status: Closed >Resolution: Invalid Priority: 7 Submitted By: Jeremiah (cobraa1) Assigned to: Nobody/Anonymous (nobody) Summary: Braces without a purpose Initial Comment: TimRiker has been having problems compiling with my radar changes, and while I've been going through his debugging dumps I've found an oddity that could be causing trouble: I've found a pair of curly braces {} that seem to seperate a block of code, but do not have an associated statement: { int n = 3; // assume triple buffering switch (sceneRenderer->getViewType()) { case SceneRenderer::Stacked: case SceneRenderer::Stereo: #ifndef USE_GL_STEREO // control panel drawn twice per frame n *= 2; #endif break; case SceneRenderer::ThreeChannel: default: // only one copy of control panel visible break; } controlPanel->setNumberOfFrameBuffers(n); } This is very weird indeed. No if, no loop, no anything. Since this problem has been in the code before my radar changes, I'll continue looking through the debug dump to make sure there aren't any more problems. In the file playing.cxx, in the "startPlaying" function. Line 4328 according to VC++ (although VC++ and GDB don't seem to agree on line numbering). ---------------------------------------------------------------------- >Comment By: Jeremiah (cobraa1) Date: 2001-10-21 21:36 Message: Logged In: YES user_id=25311 Thanks. The problem wasn't the braces anyway. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-10-21 19:40 Message: Logged In: NO This is perfectly normal, it just provides limited scoping for variable n. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=103248&aid=473549&group_id=3248 |