new hq ingame with quirks...

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new hq ingame with quirks...

Postby lav_coyote25 » 29 Jul 2007, 06:05

well i finally got it to work... but... it keeps crashing after a short while...

error  : gwCheckZoneSizes: warning zone 13 at (146,168) is too large 887 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 18 at (44,23) is too large 1093 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 21 at (148,83) is too large 1146 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 25 at (49,83) is too large 1116 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 36 at (80,157) is too large 641 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 98 at (97,98) is too large 709 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 13 at (146,168) is too large 887 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 18 at (44,23) is too large 1093 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 21 at (148,83) is too large 1146 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 25 at (49,83) is too large 1116 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 36 at (80,157) is too large 641 tiles (max 600)
error  : gwCheckZoneSizes: warning zone 98 at (97,98) is too large 709 tiles (max 600)
warning : new edge list size: 512
warning : new edge list size: 1024
Attachments
wz2100_shot_179.png
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: new hq ingame with quirks...

Postby lav_coyote25 » 29 Jul 2007, 06:06

#2 pic...
Attachments
wz2100_shot_180.png
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: new hq ingame with quirks...

Postby lav_coyote25 » 29 Jul 2007, 06:08

#3 pic
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wz2100_shot_181.png
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: new hq ingame with quirks...

Postby lav_coyote25 » 29 Jul 2007, 06:10

i also got this dump.... now this was a stock map... so it shouldnt have.  using grims mod.
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[The extension has been deactivated and can no longer be displayed.]

‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: new hq ingame with quirks...

Postby Watermelon » 29 Jul 2007, 09:21

wow that's grim's medieval castle  :o

I vaguely remember there is a crash in the changed shadow code on rare occassions,could be the float number is being divided by a constant int,or a int-float conversion rounding problem.

You can try running with that new hq with shadows disabled and see if that crash happens again.
tasks postponed until the trunk is relatively stable again.
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Re: new hq ingame with quirks...

Postby Giel » 29 Jul 2007, 11:48

lav_coyote25 wrote:i also got this dump.... now this was a stock map... so it shouldnt have.  using grims mod.


Extracted dump (from a debug compilation of r2041):
Code: Select all
  warzone2100.exe was running on #2 Intel ???-0.772 CPUs on Windows XP (2600)
Register dump:
 CS:001b SS:0023 DS:0023 ES:0023 FS:003b GS:0000
 EIP:77c35b61 ESP:0022f878 EBP:0022fbb8 EFLAGS:00200246(   - 00      - IZP1)
 EAX:00000004 EBX:00000003 ECX:7c91056d EDX:002b0002
 ESI:77c12d25 EDI:00000400
Stack dump:
0x0022f878:  00000020 00000193 00000067 0000005a
0x0022f888:  00661dcc 0000000d 575c3a43 6f7a7261
0x0022f898:  3220656e 5f303031 5f383032 5c676e70
0x0022f8a8:  7a726177 32656e6f 2e303031 00657865
0x0022f8b8:  0022f968 004ef884 00000024 0000003a
0x0022f8c8:  00000069 00000000 0000000a 02b30fe8
Backtrace:
=>1 0x77c35b61 in msvcrt (+0x25b61) (0x77c35b61)
  2 0x0052f776 proj_Update+0x16f(psObj=0x2c43258) [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/projectile.c:1761] in warzone2100 (0x0052f776)
  3 0x0052fb0c proj_UpdateAll+0x27 [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/projectile.c:1811] in warzone2100 (0x0052fb0c)
  4 0x004ec979 gameLoop+0x629 [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/loop.c:419] in warzone2100 (0x004ec979)
  5 0x004ee1f3 runGameLoop+0xb [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/main.c:524] in warzone2100 (0x004ee1f3)
  6 0x004ee56d mainLoop+0xa4 [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/main.c:691] in warzone2100 (0x004ee56d)
  7 0x004ee9a5 SDL_main+0x419(argc=0x1, argv=0x22fd60) [C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/C:/Documents and Settings/Giel van Schijndel/Mijn documenten/C++/warzone/wz-trunk-main/src/main.c:857] in warzone2100 (0x004ee9a5)
  8 0x0058460b console_main+0xdb(argc=0x1, argv=0x22fd60) [/home/sevendays/Warzone/devpkg/SDL-1.2.11/./src/main/win32/SDL_win32_main.c:220] in warzone2100 (0x0058460b)
  9 0x005847c2 WinMain@16+0x1ae(hInst=0x400000, hPrev=0x0, szCmdLine=0x2423a2, sw=0x1) [/home/sevendays/Warzone/devpkg/SDL-1.2.11/./src/main/win32/SDL_win32_main.c:357] in warzone2100 (0x005847c2)
  10 0x0058429a in warzone2100 (+0x18429a) (0x0058429a)
  11 0x00401237 in warzone2100 (+0x1237) (0x00401237)
  12 0x004012a8 in warzone2100 (+0x12a8) (0x004012a8)
  13 0x7c816fd7 in kernel32 (+0x16fd7) (0x7c816fd7)
  14 0x00000000 (0x00000000)
"First make sure it works good, only then make it look good." -- Giel
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Re: new hq ingame with quirks...

Postby Watermelon » 29 Jul 2007, 21:25

hmmm lav-coyote25:did it crash for you without grim's new hq?

if it did then it's a bug in r2041 which got fixed in the latest revision,then you should download the latest nightly by Giel.
tasks postponed until the trunk is relatively stable again.
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Re: new hq ingame with quirks...

Postby lav_coyote25 » 29 Jul 2007, 22:08

hmmmm...  missing water texture ...again.
Attachments
wz2100_shot_183.png
Last edited by lav_coyote25 on 29 Jul 2007, 23:53, edited 1 time in total.
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: new hq ingame with quirks...

Postby lav_coyote25 » 29 Jul 2007, 22:17

i have tried using the latest with grims mod.... all it does is crash... and i dont know why...

but with the r2041 it works... again not sure why...  is the same grims mod in both. 

and when exiting - i got this. and a dump.
Attachments
wz2100_shot_185.png

[The extension has been deactivated and can no longer be displayed.]

‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: new hq ingame with quirks...

Postby Per » 29 Jul 2007, 22:28

Neat!  :o

The low-res sensor on top looks rather out of place ;)
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Re: new hq ingame with quirks...

Postby DevUrandom » 29 Jul 2007, 23:38

Transparency issues finally fixed, I see?
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Re: new hq ingame with quirks...

Postby lav_coyote25 » 29 Jul 2007, 23:47

not sure at this time dev... lets just wait and see...
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: new hq ingame with quirks...

Postby lav_coyote25 » 29 Jul 2007, 23:50

here is another shot from diff angle...
Attachments
wz2100_shot_186.png
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: new hq ingame with quirks...

Postby lav_coyote25 » 29 Jul 2007, 23:51

and another one ...  last one for this thread. ;D
Attachments
wz2100_shot_187.png
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: new hq ingame with quirks...

Postby Serman » 04 Aug 2007, 17:22

What kind of mod do you have that makes the walls look so awesome and realistic?  :o
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