/home/ouch/Desktop/warzone/lib/script/script_parser.y: In function ‘scr_parse’:
/home/ouch/Desktop/warzone/lib/script/script_parser.y:3789: error: ‘codeRe’ undeclared (first use in this function)
/home/ouch/Desktop/warzone/lib/script/script_parser.y:3789: error: (Each undeclared identifier is reported only once
/home/ouch/Desktop/warzone/lib/script/script_parser.y:3789: error: for each function it appears in.)
/home/ouch/Desktop/warzone/lib/script/script_parser.y:3789: error: expected ‘;’ at end of input
/home/ouch/Desktop/warzone/lib/script/script_parser.y:3789: error: expected declaration or statement at end of input
/home/ouch/Desktop/warzone/lib/script/script_parser.y:3789: error: expected declaration or statement at end of input
/home/ouch/Desktop/warzone/lib/script/script_parser.y:3789: error: expected declaration or statement at end of input
/home/ouch/Desktop/warzone/lib/script/script_parser.y:2388: error: label ‘yyerrorlab’ used but not defined
lib/script/script_parser.tab.c:3974: error: label ‘yyacceptlab’ used but not defined
lib/script/script_parser.tab.c:3968: error: label ‘yyerrlab’ used but not defined
lib/script/script_parser.tab.c:3919: error: label ‘yyabortlab’ used but not defined
lib/script/script_parser.tab.c:3890: error: label ‘yyexhaustedlab’ used but not defined
lib/script/script_parser.tab.c:3793: warning: unused variable ‘yymsg_alloc’
lib/script/script_parser.tab.c:3792: warning: unused variable ‘yymsg’
lib/script/script_parser.tab.c:3784: warning: unused variable ‘yyresult’
Process terminated with status 1 (0 minutes, 2 seconds)
12 errors, 3 warnings
as you can see I'm having problems building the game from svn. I'm using ubuntu jaunty and the codeblocks project file, and trying the ndbgunix target.
Also I had to put the SDL includes directory in the search list for gcc to find it. should I have to do that? It's in the standard place after all. (/usr/include/SDL)
I'm already working on improving idle truck behavior. (always bothered me every time I played)
oh, and some nice kick ass features in the SVN you guys have...
Hi ouch,
Curious - would that be truck behavior for trucks produced by a human ? (In other words, what was hard-coded Truck A.I. - a number of issues with that as with Commander Turret a.i.)
I ask because I have observed Become Prey A.I. trucks very effective in tasking and have gone over Niker's scripts to see how he did it.
BTW - "Acid Rain" seems very plausible as a consequence of a post-nuke apocalyptic environment. (Nobody else will understand why I just said that.)
it's the behavior for any truck sitting idle owned or controlled by anyone.
it currently allows for idle trucks to auto help building incomplete structures, much like they auto repair damaged ones.
Problem is that I don't know what to do with it now that I've done it. I uploaded the source file here earlier but my post is gone now. So I'll wait for someone to tell me the proper procedure for getting it in the next release I guess...
Oh, and I'm sure some of the more dedicated fans will probably know what your talking about.
ouch wrote:it's the behavior for any truck sitting idle owned or controlled by anyone.
it currently allows for idle trucks to auto help building incomplete structures, much like they auto repair damaged ones.
I c. Truck unit a.i. distinct from unit scripted a.i. Thanks for clarifying. That would indeed be a welcome improvement. xD (I also wonder how these 2 would interact - as for example with BP's Truck scripting)
Problem is that I don't know what to do with it now that I've done it. I uploaded the source file here earlier but my post is gone now. So I'll wait for someone to tell me the proper procedure for getting it in the next release I guess...
I want to work on the source code; how can I submit my changes?
If you are not a member of the project, you can't commit directly via SVN. You checkout the latest revision from trunk/. Then do your changes and check if they do what you expected. (And don't crash anything or similar.)
Separate separate changes. Means: Don't create a 2MB patch with all your work in it. Just put those features/changes in one patch which belong to each other or depend on each other, because we will review your patch and that is easier if it is small. And if we reject one part of the patch it wont happen that your whole patch get rejected, because we don't have time to separate the accepted parts from the others.
After you have finished your work, you right click on the directory you checked out. Choose “Subversion” from the menu, then “Create patch”. This will open a dialog where you can check your changes again give the filename of the patch. Then send us the created file.
You can also send it to warzone-dev at gna org. This is a moderated (for non members) mailing list. Your email will be accepted if it can be identified as not being spam.
A patch will only contain the files that are explicitly added to the SVN repository. Means: Only changes to those files will be included, which (the files) are already on the server or you requested SVN explicitly to add them to the repository.
If there is more to it or it is altered, one of the devs will pipe-in no doubt.
Oh, and I'm sure some of the more dedicated fans will probably know what your talking about.