Search found 582 matches

by Cyp
17 Jul 2019, 00:10
Forum: Technical Help / Troubleshooting
Topic: I cannot configure, make or minstall none version of Warzone on Linux!
Replies: 41
Views: 649

Re: I cannot configure, make or minstall none version of Warzone on Linux!

Oh, wait, by stuck in a loop, you mean it gets in a loop where it compiles lots of files, until it runs out of files to compile? Not that it gets stuck on one file forever? If so, that actually happens with lots of packages. Pretty much all of them, actually. Depending on the CPU, 20 minutes isn't r...
by Cyp
15 Jul 2019, 22:20
Forum: Technical Help / Troubleshooting
Topic: I cannot configure, make or minstall none version of Warzone on Linux!
Replies: 41
Views: 649

Re: I cannot configure, make or minstall none version of Warzone on Linux!

Is it getting stuck compiling a different file each time?

It's a long shot, but maybe try blowing dust out of the CPU fan, if there is any.
by Cyp
15 Jul 2019, 17:36
Forum: Technical Help / Troubleshooting
Topic: I cannot configure, make or minstall none version of Warzone on Linux!
Replies: 41
Views: 649

Re: I cannot configure, make or minstall none version of Warzone on Linux!

Try installing zip, if it somehow isn't installed already. And maybe also report a bug somewhere (maybe with your distro) about the LUKS filesystem causing weird problems.
by Cyp
11 Jul 2019, 19:05
Forum: Addon discussions
Topic: Art Revolution mod. Latest release: January, 2015
Replies: 219
Views: 122959

Re: Art Revolution mod. Latest release: January, 2015

… I don't think the AR mod can be downloaded in game because it's 40MB. If it's in master (not β1), then it should be possible in half a second or so, otherwise I think it's limited to 2 kB per vsync (maybe for ancient historical reasons, might crash if receiving more than that at once, not sure), ...
by Cyp
10 Jul 2019, 07:47
Forum: Addon discussions
Topic: Art Revolution mod. Latest release: January, 2015
Replies: 219
Views: 122959

Re: Art Revolution mod. Latest release: January, 2015

There isn't really any "anti-cheat" per se, so it can't kick in, and if it existed it wouldn't really make sense to crash anyway. There were some recent reports of crashing on windows, if going above 1 GB memory usage (even though windows is supposed to support at least 2 GB). Don't know if that cou...
by Cyp
01 Jul 2019, 15:29
Forum: Development
Topic: Dead Trucks count as unit limit?!?
Replies: 2
Views: 131

Re: Dead Trucks count as unit limit?!?

Yes, cyborg engineers count as (mini-)trucks towards the 15 unit limit. Think trucks build faster than cyborg engineers, so it's usually better to use trucks, unless you need them to be fast moving and don't have hover yet. If some die (or get recycled/transferred), you can then build more.
by Cyp
20 Jun 2019, 08:41
Forum: Development
Topic: Constructorbeam in buildbot.
Replies: 1
Views: 135

Re: Constructorbeam in buildbot.

It's probably not very useful, and should probably be deleted, since it was merged into master already. I guess deleting the branch doesn't automatically delete the builds, then.
by Cyp
25 May 2019, 19:57
Forum: Development
Topic: Link to the oil derrick sound commit
Replies: 2
Views: 203

Re: Link to the oil derrick sound commit

If it's data/audio/sfx/building/oilpump.ogg, then it was added in 5ba7ddac6bb54a1b5f1e67a433ed8d866e191c50.
by Cyp
23 May 2019, 13:17
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 517

Re: Unit designer limit

I wonder if large bodies should be more expensive or small bodies stronger, so people don't just pick the largest possible bodies most of the time.
by Cyp
07 May 2019, 07:39
Forum: Development
Topic: game nicks and how they make your opponent act
Replies: 1
Views: 202

Re: game nicks and how they make your opponent act

To avoid people knowing your tactics, one alternative to randomising your nick is randomising your tactics.
by Cyp
05 May 2019, 19:18
Forum: Addon discussions
Topic: Blue Building Beam
Replies: 8
Views: 476

Re: Blue Building Beam

Apologies, but you're speaking greek with me there. I have no clue how to compile stuff. I may even be able to deal with whatever you guys are talking, but I don't even know how to start, trying to get it done for this weekend. Still, thanks for this info. Bit late for that weekend, but maybe it wi...
by Cyp
18 Apr 2019, 21:03
Forum: Addon discussions
Topic: Blue Building Beam
Replies: 8
Views: 476

Re: Blue Building Beam

If you compile the game yourself, then maybe by removing the contents of renderConstructionEffect() in src/effects.cpp. Haven't tested, so not completely sure it's the right function.
by Cyp
07 Apr 2019, 08:59
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 891

Re: My options for improving code speed.

faster ≠ works Changing slightly, so it could actually compile: // g++ -O3 -march=native -fno-strict-aliasing -DQ -s -o sqrtf sqrtf.cpp -Wall -Wextra -fno-math-errno #include <cmath> #include <iostream> float Q_rsqrt(float number) { int32_t i; float x2, y; const float threehalfs = 1.5F; x2 = number ...
by Cyp
06 Apr 2019, 20:02
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 891

Re: My options for improving code speed.

Might be fairer to compare to sqrtf than to sqrt. I'd naïevely guess sqrtf to be faster and more accurate than Q_rsqrt.

I'm not sure square root calculations are the main bottleneck in the game.
by Cyp
28 Mar 2019, 19:20
Forum: Coding
Topic: My options for improving code speed.
Replies: 16
Views: 891

Re: My options for improving code speed.

The books sound out of date. It's usually better to declare variables as local as possible to help humans reading the code, but it shouldn't make a difference for modern compilers. Unless it's complex C++ variables which may implicitly allocate/free memory, in which case it can sometimes be slightly...