If it was bits it would make sense.Safety0ff wrote:About the byte counts, Buginator and I noticed that they were way off when we where testing an unrelated bug fix.
Trunk and released exe behave different
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BunkerBlaster
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Re: Trunk and released exe behave different
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Zarel
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Re: Trunk and released exe behave different
Programming will not be necessary yet, I think. First, try MinGW, and see if the bug appears.BunkerBlaster wrote:Yes MS C ++ 2008 express. Would it help if I tried MinGW? As far as programming I am not up to par. I use to program using different basics or machine language. I have purchased copy of Visual Basic but have not used it in years. (yes I know its useless here)
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BunkerBlaster
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Re: Trunk and released exe behave different
Havent gotten that far yet, MinGW method is bumpy, trial and error. Finally got it to compile and copied fonts. Game works (tried single player for only few min). But I don't see custom maps, only stock maps even though I have custom maps in map folder. I deleted config folders and let it recreate, then copied map to map folder and I still don't see any custom maps. Any ideas? (its the 2.3.0 snapshot)Zarel wrote:Programming will not be necessary yet, I think. First, try MinGW, and see if the bug appears.
Last edited by BunkerBlaster on 08 May 2010, 04:15, edited 1 time in total.
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cybersphinx
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Re: Trunk and released exe behave different
Is it possible to compile physfs without zip support?
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BunkerBlaster
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Re: Trunk and released exe behave different
I'm on Windows XP SP3. Compiler was burping on physfs so I applied bornemix's patch.cybersphinx wrote:Is it possible to compile physfs without zip support?
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Zarel
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Re: Trunk and released exe behave different
Yes, but if you did so, you would not be able to start a game at all, so I doubt that's the problem.cybersphinx wrote:Is it possible to compile physfs without zip support?
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BunkerBlaster
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Re: Trunk and released exe behave different
Well Campaign, Skirmish, and Multiplayer work. Only problem from compiling is unpacking a custom map and I can maybe do that manually I'm not going to worry about it cause I'm laying tile in kitchen over weekend. Multiplayer scores work with 2.3.0 compiled using Mingw. I'll host a game this weekend and see if it has the bytes bug. But I think I noticed something. In the code it says it converts CRLF to LF for Windows. Don't think its doing that because it reports or mistakes my computer for Linux or Mac.
(From WZlog) New buffer size of 20868 bytes. Format is: linux/mac
(I have windows XP)
(From WZlog) New buffer size of 20868 bytes. Format is: linux/mac
(I have windows XP)
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cybersphinx
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Re: Trunk and released exe behave different
If it's run from the source dir, it should use the uncompressed data.Zarel wrote:Yes, but if you did so, you would not be able to start a game at all, so I doubt that's the problem.cybersphinx wrote:Is it possible to compile physfs without zip support?
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Zarel
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Re: Trunk and released exe behave different
Yes, but the Windows installer is having the stats problem, and it clearly isn't being run from the source dir.
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BunkerBlaster
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Re: Trunk and released exe behave different
This is the patch I usedcybersphinx wrote:Is it possible to compile physfs without zip support?
viewtopic.php?f=32&t=4988&p=50699&hilit ... sfs#p50699
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Buginator
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Re: Trunk and released exe behave different
As odd as it sounds, it is possible.cybersphinx wrote:Is it possible to compile physfs without zip support?
The next release should have more accurate stats & scores.BunkerBlaster wrote:I have made several posts regarding stats, ping, score, etc because they dont work for me with the 2.3.0 released EXE or some of the prior betas. So I finally learned how to compile the game myself and found everything works. I looked for where this got fixed and see no change. So I reverted back to rev 10706 and stats, ping, score, everything works. Instead of reverting did a fresh download up to rev 10706 with same results (everything works). So I'm thinking the released EXE possibly has a problem with Win XP? Maybe from the way it was compiled or the machine it was compiled on? I wanted to see if the problem started with 2.3 beta 1 EXE or somewhere between but the EXE for the betas are no longer available on SF. Any suggestions on how to go about troubleshooting this would be greatly appreciated.
and it ends here.