Search found 612 matches
- 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: 21749
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...
- 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: 21749
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.
It's a long shot, but maybe try blowing dust out of the CPU fan, if there is any.
- 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: 21749
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.
- 11 Jul 2019, 19:05
- Forum: Addon discussions
- Topic: Art Revolution mod. Latest release: January, 2015
- Replies: 243
- Views: 258579
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), ...
- 10 Jul 2019, 07:47
- Forum: Addon discussions
- Topic: Art Revolution mod. Latest release: January, 2015
- Replies: 243
- Views: 258579
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 i...
- 01 Jul 2019, 15:29
- Forum: Development
- Topic: Dead Trucks count as unit limit?!?
- Replies: 2
- Views: 3703
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.
- 20 Jun 2019, 08:41
- Forum: Development
- Topic: Constructorbeam in buildbot.
- Replies: 1
- Views: 3377
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.
- 25 May 2019, 19:57
- Forum: Development
- Topic: Link to the oil derrick sound commit
- Replies: 2
- Views: 3284
Re: Link to the oil derrick sound commit
If it's data/audio/sfx/building/oilpump.ogg, then it was added in 5ba7ddac6bb54a1b5f1e67a433ed8d866e191c50.
- 23 May 2019, 13:17
- Forum: Balance
- Topic: Unit designer limit
- Replies: 15
- Views: 32334
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.
- 07 May 2019, 07:39
- Forum: Development
- Topic: game nicks and how they make your opponent act
- Replies: 1
- Views: 2656
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.
- 05 May 2019, 19:18
- Forum: Addon discussions
- Topic: Blue Building Beam
- Replies: 9
- Views: 6511
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...
- 18 Apr 2019, 21:03
- Forum: Addon discussions
- Topic: Blue Building Beam
- Replies: 9
- Views: 6511
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.
- 07 Apr 2019, 08:59
- Forum: Coding
- Topic: My options for improving code speed.
- Replies: 20
- Views: 29804
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 ...
- 06 Apr 2019, 20:02
- Forum: Coding
- Topic: My options for improving code speed.
- Replies: 20
- Views: 29804
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.
I'm not sure square root calculations are the main bottleneck in the game.
- 28 Mar 2019, 19:20
- Forum: Coding
- Topic: My options for improving code speed.
- Replies: 20
- Views: 29804
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...