Author Topic: Trunk Testing  (Read 12439 times)

daniel.santos

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Re: Trunk Testing
« Reply #50 on: 29 September 2009, 22:48:33 »
I have completed the merge from 0.2.13 into the trunk.  If anybody can give it a test, I would appreciate it.  To keep things simple, please blow away (or rename) your existing glestadv.ini file.

What I forgot to mention in the commit log is that I also did a minor amount of refactoring to UnitUpdater so that some of the data members are references instead of pointers and most of them are initialized in the constructor (they way they aught to be) instead of the init() method (constructors *are* init methods :) ).  I didn't touch it much because I know that silnarm has a major re-write for that architecture.

EDIT: This should fix problems with the "can't find data/lang/english.lng" message as well.

hailstone

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Re: Trunk Testing
« Reply #51 on: 1 October 2009, 07:06:35 »
From rev269 release build (VC++ 2008 Express):
- particle_renderer_gl.h ::glBlendEquation(translate(equation)); gets error, removing the scope resolution operator fixes it.
- ../shared_lib/include isn't present for VC++ game project - results in not able to find lang_features.h
- .\world\unit_updater.cpp(1112) : fatal error C1021: invalid preprocessor command 'warning' -- it's probably meant to be a comment

Bugs and small enhancements are in the bug tracker for version 0.2.13

Also added comment to https://sourceforge.net/tracker/index.php?func=detail&aid=2869257&group_id=241094&atid=1114827

EDIT: was the fix for the workers "dropping their load" when they change paths not merged with trunk?
« Last Edit: 1 October 2009, 08:11:43 by hailstone »
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Yggdrasil

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Re: Trunk Testing
« Reply #52 on: 2 October 2009, 11:22:37 »
- .\world\unit_updater.cpp(1112) : fatal error C1021: invalid preprocessor command 'warning' -- it's probably meant to be a comment
No, it's not a comment. It's a warning you get when compiling. Handy if you want to inform everyone that there's a hack you're not happy with.

Compiling worked here without any problems. I also could win a short game. But I was not able to press Esc to quit the game. Is this action assign to an other key or is there something wrong?

silnarm

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Re: Trunk Testing
« Reply #53 on: 2 October 2009, 14:57:41 »
Wow, vc doesn't do #warning !!

I think I just buried one them in an #if THIS && !THAT a day or two ago.... better hunt that down...

All the windoze issues should be sorted now.
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daniel.santos

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Re: Trunk Testing
« Reply #54 on: 2 October 2009, 15:33:31 »
- particle_renderer_gl.h ::glBlendEquation(translate(equation)); gets error, removing the scope resolution operator fixes it.
Wow, so I guess the m$ implementation of opengl puts it in some namespace and then does a "use namespace", I'll keep that in mind, thanks.  I guess as long as the code doesn't end up recursively calling its self, we're fine. :)

- ../shared_lib/include isn't present for VC++ game project - results in not able to find lang_features.h
Ahh, thanks for fixing that. :)  I thought that had already been added because of pch.h (what an msvc++ project will call stdafx.h by default).

And thanks for the bug reports, those sound a little ugly. :(  Did you try hitting escape twice?  Then again, if the keymap didn't load properly, it would make sense that Escape wouldn't work because that's where we map the Escape key to "exit the game".

And I don't know anything about workers dropping their load.

Maybe there's some #pragma on msvc that will generate warnings and we can encapsulate it in a macro in lang_features with some __warning(text) macro?  And thanks for fixing my stuff on windows all :)
« Last Edit: 2 October 2009, 15:35:41 by daniel.santos »