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seems to be only happens for about 10 sec after that cpu speed slows down.
2009-09-26 15:36:39 UTC in PipeWalker
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A change of line 61 in cell.cpp from "return false;" to "return true;" seems to solve this issue, right ?.
2009-09-19 13:52:11 UTC in PipeWalker
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While taking a short look into the code w/ Kdgb (my first attempt to debug a C++ code) it seems that map.cpp returns false here for x==1, y==0 and descr="3120,0000,3100,..." :
for (unsigned short y = 0; y < m_MapSize; ++y) {
for (unsigned short x = 0; x < m_MapSize; ++x) {
CCell& cell = GetCell(x, y);
if (!cell.Load(load[x + y * m_MapSize]))
return false;
b/c cell.cpp...
2009-09-18 17:32:10 UTC in PipeWalker
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I'll attach a screen shot where you can see, that not all pipes are needed.
2009-09-14 14:34:53 UTC in PipeWalker
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Under a stable Gentoo it seems that version 0.7.2 stores the MapState and loads it fine, but it doesn't has any effect b/c spipewalker always starts with the initial state of the saved MapId instead of the saved MapState.
.
2009-09-08 17:29:02 UTC in PipeWalker
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not necessary, but load didn't work.
2009-09-08 17:26:39 UTC in PipeWalker
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My core2 duo w/ 2.4 GHz speeds up its fan and uses more than 1/3 of the full CPU power to show the game after it is solved. B/c while displaying a movie both cpu always stay at around 800 MHz I'm wondering about the big CPU load.
2009-09-06 11:49:50 UTC in PipeWalker
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nice to have.
2009-09-05 15:48:51 UTC in PipeWalker
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sometimes the old output isn't deleted and the new one is printed one pixel left - wjhich looks like a bolded print out.
2009-08-31 15:13:26 UTC in Conky
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I'm wondering whetehr all pipes should be used or not, attached is the screen shot of the 0.7.2 vesion, level 1 normal, which have 2 left pieces to the upper right corner.
2009-08-29 14:53:08 UTC in PipeWalker