Thanks. My packages from GnuWin32 are way out of date. I will get/build more up to date versions.DevUrandom wrote: My crosscompile package uses these versions currently:libintl is a part of gettext.
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- 25 Dec 2007, 16:35
- Forum: Development
- Topic: Compile guide for MSVC 2005
- Replies: 12
- Views: 6550
Re: Compile guide for MSVC 2005
- 25 Dec 2007, 05:35
- Forum: Development
- Topic: Compile guide for MSVC 2005
- Replies: 12
- Views: 6550
Re: Compile guide for MSVC 2005
Did you get it to compile? Yes. (though I'm not the original poster) I included all the packages you mentioned and the versions, and rev 3173 does compile in MSVC 2005. However I get an unhandled exception in clparse.c when it makes a call to one of the popt functions. /* loop through command lin...
- 09 Jun 2007, 19:05
- Forum: Development
- Topic: aivolution
- Replies: 5
- Views: 3676
Re: aivolution
i have been asked if there is a stand alone version of the aivolution AI.... if not how does one go about getting it - and installing it?? ;D You can get it here: http://svn.gna.org/viewcvs/warzone/trunk/data/multiplay/skirmish/customai/aivolution/ There's a readme and installation instructions on...
- 31 May 2007, 05:29
- Forum: Development
- Topic: aivolution
- Replies: 5
- Views: 3676
aivolution
Tried the "aivolution" AI upgrade mod in the svn. It's more aggressive than the regular and plain english commands for "help" are great. A couple of things i noticed - it seems to be under-utilizing aircraft. - at some point the AI's stop additional research, and leave many key ...
- 26 May 2007, 16:39
- Forum: Bug reporting
- Topic: Missing hex-menu on saved game load (campaign), crash soon afterwards
- Replies: 9
- Views: 30156
Re: Missing hex-menu on saved game load (campaign), crash soon afterwards
PPPS: The issue with missing Hex-Menu (on first load) and missing energy-bar (on any campaign savegameload) remains. I've seen the missing energy bar on loading games saved under previous trunk versions for some time (since 127x), plus a boatload of other crashes, but I assumed it was because of c...
- 26 May 2007, 14:56
- Forum: Other Talk
- Topic: Compatable with Windows XP?
- Replies: 25
- Views: 11026
Re: Compatable with Windows XP?
I think WZ starter used to do this.Giel wrote: Ah you intend to make it a separate application altogether? That could work. I wouldn't want to integrate it into WZ itself however.
- 25 May 2007, 04:46
- Forum: Development
- Topic: AI blocking itself and what happen with flying trucks?
- Replies: 12
- Views: 7744
Re: AI blocking itself and what happen with flying trucks?
Omnius, the machine evermind thanks you for your support.lav_coyote25 wrote: ...i just try and build maps that the ai can use to kick everyones butt.... ;D
- 25 May 2007, 04:20
- Forum: Development
- Topic: AI blocking itself and what happen with flying trucks?
- Replies: 12
- Views: 7744
Re: AI blocking itself and what happen with flying trucks?
all i know is you have to keep gateways completely away from base entrances - or the ai WILL!!!!!! lock itself in. not might but WILL!!!!. that and the ai placing structures on bridge type or driveway type areas.... again if the driveway is not wide enuff :ie: 3 to 5 squares - you will notice the ...
- 24 May 2007, 22:45
- Forum: Development
- Topic: AI blocking itself and what happen with flying trucks?
- Replies: 12
- Views: 7744
Re: AI blocking itself and what happen with flying trucks?
Pathfinding was never changed and scripted AI has no access to the pathfinding. Interesting - was it building spacing? formations? better spacing of attacks and staging areas? The other advanced AI's in some of the older scripts almost never encountered bottlenecks, unlike the current AI. Of course...
- 24 May 2007, 13:04
- Forum: Development
- Topic: AI blocking itself and what happen with flying trucks?
- Replies: 12
- Views: 7744
Re: AI blocking itself and what happen with flying trucks?
as for the ai getting stuck in its base.... that is the fault of the map maker... see the section in the world editor... here I don't entirely agree. Some of the old AI mods had better pathfinding code that prevented these bottlenecks. At some point, the several AI issues - pathfinding, formation...
- 23 May 2007, 12:57
- Forum: Other Talk
- Topic: Building limits
- Replies: 18
- Views: 10723
Re: Building limits
the makewdg.exe came with the original editworld... which can be found on the warzone2100.de site here... this particular editor does NOT work with any of the new releases... the beta 32 bit world editor can be found ( i think) in the downloads section on this site. and it DOES work with the new ...
- 22 May 2007, 21:08
- Forum: Other Talk
- Topic: Building limits
- Replies: 18
- Views: 10723
Re: Building limits
I've got it from the original source release of WZ. I'm not sure what "WZCK_v20_Final_source" is supposed to be. See makewdg.c Erm, I think you're mixing things up with PieSlicer, which is something quite different. It was the Warzone Customizer Kit v2.0. There's VB code in there for Make...
- 22 May 2007, 14:33
- Forum: Other Talk
- Topic: Building limits
- Replies: 18
- Views: 10723
Re: Building limits
As for pumpkin's makewdg, I've got the source code, but it's a real pain in the arse to compile (i.e. I haven't succeeded at that yet). Do you mean the "WZCK_v20_Final_source" Do you have VB 6.0? I've been able to compile it under VB 6, but it has some issues that need cleaning up before ...
- 20 May 2007, 14:11
- Forum: Development
- Topic: OK!!! here we go again!!!!
- Replies: 18
- Views: 8508
Re: OK!!! here we go again!!!!
added giel's comments to the wiki.
- 20 May 2007, 07:26
- Forum: Development
- Topic: OK!!! here we go again!!!!
- Replies: 18
- Views: 8508
Re: OK!!! here we go again!!!!
Ok - i added it to the wiki here: http://wz2100.net/wiki/development:codi ... d_branches
Thanks for the clarification, though I should have read some other threads and saved you trouble..
Thanks for the clarification, though I should have read some other threads and saved you trouble..