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From: David S. <d_s...@be...> - 2004-02-22 00:05:23
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All, I am making strides in the ship design. Due to crosslink files from using 3D Studio Max, I lost much of my work I had done last week. Except for the SF-111 updated file (I had a back-up) the carrier initially was the big loss, until I started playing with a newer design changing the mistakes I made on the first one. I plan to bring back the original carrier, later, using it for the smaller to medium fighters, requiring the bombers to go back to the main carrier to rearm and refuel, unless of course, the group has a refuel frigate in the area to resupply the ships. All ships I have that are at 90% completion status are on the website under screenshots. At the bottom of that page, for us who use Netscape or MS Explorer, there are links to 3D viewable files of the fighters. It will prompt you to install a viewer prior to viewing similar to Shockwave but not. Sorry LINUX users, I don't know of a way for you to view these files. Before I go on vacation (March) I want to have at least 6 ships at 90% or greater in completion with cockpit files for each. Sunday I will be saving the meeting file and sending it out edited as a Meeting Report. (Norman and I agreed that I would be the Admin guy - LOL) and Scheduler, and 3D Graphics guy, DAMN I feel like I am at work! Recommend discussion this Sunday to be: Developer Centric - - Identification/Realignment of Task Leads - - Agreement to original effort - continues and is understood Schedule - - - How long to get base code repaired - days and target completion date - - X-Ship development - Maneuver (ship without weapons maneuver through all modes of flight), crash detect, gravity effects to objects - - Inner Galaxy - limits and objects - days to completion and target finish date - - Weapon development - days - target completion date - - Beta 1, days to target, target date Requirements - If time allows, what are the base requirements? - - Build to specifications - - Error messages and admin reset capabilities - - CS Capabilities - what are the limites? OK you code guys, get your ass to work! Talk to you tomorrow! Dave Staruk |
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From: <no...@t-...> - 2004-02-20 21:04:01
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> I plan to have a > schedule out this week-end, we also will be having an > online meeting on Saturday, your welcome to join in. I > will be online all day and think the meeting is like > 1200 (noon) Central, 1800 GMT. Norman, correct me if I > am wrong. > > irc.freenode.net #freeraider We agreed to meet this sunday 8 pm GMT on irc.freenode.net #freeraider. greetings, Norman |
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From: Dave S. <dav...@ya...> - 2004-02-20 17:17:17
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Cannot tell you how far along the code is on the changes, but there are lots to do to get it updated with the current version of CS. I am working all the admin and 3D stuff right now. Good thing is that there is life in the project, it is NOT dead, and the fire is burning to get this out to a flyable state as soon as possible. I plan to have a schedule out this week-end, we also will be having an online meeting on Saturday, your welcome to join in. I will be online all day and think the meeting is like 1200 (noon) Central, 1800 GMT. Norman, correct me if I am wrong. irc.freenode.net #freeraider Take care Dave (AKA Staruk) --- JOH...@ao... wrote: > I have seen new code etc. going into the CVS so I > decided to check out > whats going on in the FreeRaider Front. I'll D/L > the latest snapshot, hopefully > it will be current and review it. Let me know what I > can do. > > John > Stephens > > > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps > Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=1356&alloc_id=3438&op=click > _______________________________________________ > Freeraider-main mailing list > Fre...@li... > https://lists.sourceforge.net/lists/listinfo/freeraider-main ===== David Sickmeier ----------------------------------------------------------- "Grant me the serenity to accept those who think of themselves as better than thou. The courage to accept the beliefs of others as a right they wish to impose on others, and the wisdom to respect those people who treat others not as they would themselves. Help me oh Lord to be careful of those who wish to suppress my ability to choose, as they may be the leaders of tomorrow." __________________________________ Do you Yahoo!? Yahoo! Mail SpamGuard - Read only the mail you want. http://antispam.yahoo.com/tools |
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From: <JOH...@ao...> - 2004-02-20 01:00:29
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I have seen new code etc. going into the CVS so I decided to check out
whats going on in the FreeRaider Front. I'll D/L the latest snapshot, hopefully
it will be current and review it. Let me know what I can do.
John Stephens
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From: Dave S. <dav...@ya...> - 2004-02-11 00:31:13
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Keep tuned May need a beta tester in the not so distant future. LOL Salute Staruk --- Ken <ken...@ex...> wrote: > Good to hear that someone still wants to play > raider wars. Best of luck to you guys. > kenred-----------buzzzzzzzzzbomb still want to get > in my stm and create havoc > > _______________________________________________ > Join Excite! - http://www.excite.com > The most personalized portal on the Web! > ===== David Sickmeier ----------------------------------------------------------- "Grant me the serenity to accept those who think of themselves as better than thou. The courage to accept the beliefs of others as a right they wish to impose on others, and the wisdom to respect those people who treat others not as they would themselves. Help me oh Lord to be careful of those who wish to suppress my ability to choose, as they may be the leaders of tomorrow." __________________________________ Do you Yahoo!? Yahoo! Finance: Get your refund fast by filing online. http://taxes.yahoo.com/filing.html |
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From: Ken <ken...@ex...> - 2004-02-10 13:22:32
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Good to hear that someone still wants to play raider wars. Best of luck to you guys. kenred-----------buzzzzzzzzzbomb still want to get in my stm and create havoc _______________________________________________ Join Excite! - http://www.excite.com The most personalized portal on the Web! |
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From: Dave S. <dav...@ya...> - 2004-02-10 00:57:50
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So here is what i plan for the next week (still one week on vacation, so i think its feasible) A: You get vacation??? (LOL, last year I had to put off vacation to support Bush's OIF effort. THIS year I am taking some) 1) Get FR compile with current CS version. A: Is there anything I can do? Especially since I know little C and less C++. 2) convert current geometry to new XML syntax A: Interesting, I understand a bit more about XML than C (LOL) but have some conversion tools 3) Get some info on the network issue in CS, maybe i end up incorporating one of the mentioned projects into CS. This would involve me looking at all the candidates, but hopefully someone else did that already. A: I AM a GEEK! I do understand networking - Whew hoo!, problem is, if I understand what your saying, this will again involve code - did I say I hate code, something about it makes me go to sleep 4) Look at CEL and play with it - goal is to drop FR implementations of standard stuff A: I have ideas! - OK, when you did not answer me, I figured you were upset at my suggestions, SO, I took LINUX off my system since I had problems getting the FR code to work with the LATEST version of CS.......well, now you tell me it didn't work. - In any case, I think it might be best for me to stick with Windows for now, can always load LINUX back onto my machine, but then it takes a day to do the updates. Besides, I have some cool tools to support the effort and can export my text to text2html anytime. - Almost have WinCVS set-up, minor dificulties there, had it once before. Already working on updating the story line. Recommended path ahead: 1. Your 1 through 4 (cool, what you said) 2. Crawl, Walk, Run -a. Story Board (Update) -b. Story Update (Rewrite-Update) -c. Specifications (Update to build by) 3. Get the basic system operational with at least 4 base ship models (I am not talking 3D either) -a. I am talking performance, maneuver, and cockpit views. I think that when we move to a larger scale that there might be as many as 20 ship models. -b. Plug 3D Models in after physics is correct. (I have some recommendations here - forcing team play to gain success, rouge fighters seldom survive) 4. Galaxy Creation, Planet creation, and carrier ship development - Docking, Maintenance, Launch, Transport (entrance-exit-plaetary/clan transfer) See, I have been thinking. If you want, since one of my jobs is scheduling at work, I can handle the paperwork, scheduling, storyboards and such - whew. Will be on IRC when I figure out a time schedule tonight. Key here, I want this thing to work! It is time to have some fun droping PIDS!! Or whatever we want to call them. Dave (AKA - Staruk) ===== David Sickmeier ----------------------------------------------------------- "Grant me the serenity to accept those who think of themselves as better than thou. The courage to accept the beliefs of others as a right they wish to impose on others, and the wisdom to respect those people who treat others not as they would themselves. Help me oh Lord to be careful of those who wish to suppress my ability to choose, as they may be the leaders of tomorrow." __________________________________ Do you Yahoo!? Yahoo! Finance: Get your refund fast by filing online. http://taxes.yahoo.com/filing.html |
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From: <no...@t-...> - 2004-02-08 22:29:56
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Am Saturday 31 January 2004 13:58 schrieben Sie: Ok, i'm done with my 600 emails and got to read the important ones :) > Recommend we formulate a schedule of sort, not keyed on time, but on > requirements. Hmm, i'd rather go another way this time. I think one of the reasons our first try died a long slow death was the missing of a timeline. So i propose a schedule on requirements, with estimated time frames. We should regulary revise the schedule and time estimates. I propose we meet weekly on irc to talk about the problems, checking progress etc. > > Where is the game as far as development right now? Development stalled sometime in 2002. This means current code won't compile with current Crystalspace (CS) engine. CS has undergone some very important changes in the meantime (like XML level syntax, support for highend graphic cards through the so called "New Renderer" (NR), which itself is not ready yet, but will replace the old renderer (OR). My guess is, we will see a stabelized CS version 1.0 as soon the NR is ready. Event handling has changed since 2002. Threading support has been added. And much more ...). One problem i see in current CS is the network layer. Too many people cooked the code in there and there are 2 network interfaces right now. I read a proposal on the CS mailing list to drop the CS network layer completely and incorporate another open source project that has specialized on networking. There were quite a few listed in the proposal and no decision was made yet. Maybe CS sticks to its network interface and only drops it's own implementation. So depending on what happens, it could wipe out quite some code of mine, which does not mean it's a bad thing. Also some of the entity layering code in FR is already there in another separate project called Crystal Entity Layer or CEL for short. > What is the next step? So here is what i plan for the next week (still one week on vacation, so i think its feasible). 1) Get FR compile with current CS version. 2) convert current geometry to new XML syntax 3) Get some info on the network issue in CS, maybe i end up incorporating one of the mentioned projects into CS. This would involve me looking at all the candidates, but hopefully someone else did that already. 4) Look at CEL and play with it - goal is to drop FR implementations of standard stuff. Hmm this looks enough already. I think you, Dave, and I should reread the game story and ideas we collected, rethink them and talk about it next week - whatever time you like. > What is the path? Should be part of first irc-meeting. > When code is compiled in LINUX can code be exported to MS OS as well? Code will compile on Linux, Windows and OSX (and some other Unix like flavours). > Question and recommendation is that the server (can it) allow both OS to > port in to play? Yes. > What is the official communication for us? (ICQ, MSN, ect.) I will be > running LINUX so there will not be a problem with COMMS. > When? When do we get together to work out issues and such? I suggest irc channel #freeraider on irc.freenode.net Next week (Feb 9 - Feb 14) we can meet from 7 GMT - 23 GMT. Starting Feb 16 i will be on irc from 7 GMT - 16 GMT, but i'm at work that time so no long talk will be possible. About 18 GMT - 23 GMT i will be at home and in the channel, so i will be freely available. I suggest we post all Freeraider related emails to fre...@li... (to make the sorting easier :) > > Bottom line here, RaiderWars was a quality space shooter upper with many > suprises. FreeRaider was intended to bring this back with more. Amen. > > Dave greetings, Norman |
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From: Bernhard K. <bk...@su...> - 2003-02-05 12:49:47
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On Wed, 5 Feb 2003, Norman Krämer wrote: > > > > (also the wep page build instructions are old, do not > > contain the ln -s to FR in CS needed for Unix) > > > > Hmm, i think this was mentioned in the docs, here: > http://freeraider.sourceforge.net/doc/fr_18.html#SEC26 Oh yes, I was completely blind. Thank a fresh eye helps much. ;) > > Is the game in a playable state besides? > > not really Oh, the screenshots and the docs looked a little promising, I only see the background, a red target left but it looks like this is nearly all I can see. I hear the lasers, can turn left/right, seen 1/2 for speed control in F1 but nothing more. The messages I get are: Multiple exclusive mixmodes specified! Only first one will be used. [node: library,meshfact(Rocket),params,mixmode,copy] It seems my CS build uses software rendering for 3d atm, btw. Bernd |
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From: Norman <no...@us...> - 2003-02-05 05:07:38
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Am Wednesday 05 February 2003 02:50 schrieb Bernhard Kaindl: > Hi, > fr-2003-02-04.090301.tar.bz2 > > I've got the current snapshot and tried to compile with > the lastest CS (end of Jan) bt FR could not find some CS > funcs. > > Can anybody fix this? I will tonight if my dentist allows me to. > > Tried the Jan 15 Release as referred in readme.now, > > but it misses a hint to add these to scf.cfg: > (at least I could not find any with grep) > > freeraider.net.servermanager.tcp = frnsmtcp > freeraider.factory.netobjects = frobjfct > freeraider.net.clientmanager.tcp = frncmtcp > freeraider.system.eventmapper = frevtmap > freeraider.user.client = frawscli > freeraider.net.datapackager = frmarsh > freeraider.ship.x-proto = frship > freeraider.hud.sample-o-hud = frhud > freeraider.hud.control.simple-o-meter = frhudctl > freeraider.hud.control.fade-o-meter = frhudctl > freeraider.hud.control.decor = frhudctl > freeraider.sound.control.cs = frsndctl > freeraider.feature.listener.metersound = frevtsnd > freeraider.plugin.frship = frship > freeraider.feature.speed = frfeat > freeraider.feature.movement = frfeat > > (also the wep page build instructions are old, do not > contain the ln -s to FR in CS needed for Unix) > Hmm, i think this was mentioned in the docs, here: http://freeraider.sourceforge.net/doc/fr_18.html#SEC26 > This is how far I got with gdb then: > > [Switching to Thread 1024 (LWP 19627)] > 0x4060b0dc in frShip::LoadFrom(iVFS*, char const*) () from > /BERND/freeraider/CS/frship.so > > SuSE 8.1 (gcc 3.2, glibc-2.2.5+) > > I looks like there is still some scf.cfg entry wanted by frShip::LoadFrom, > but I could not find it. > > frReport is called but there is no text output was shown for this sig11. > > Is the file stream/fd used for printing errors flushed within frReport? > > Looks not or it's logged elsewere, at least after adding some printf > and adding fflush() for stdout and stderr frReport prints this from > frship: > > Create container container.Engine > > Would have to use -g for frship, but wanted to report all this first. > > Is the game in a playable state besides? not really greetings norman |
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From: Bernhard K. <bk...@su...> - 2003-02-05 02:50:37
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Hi, fr-2003-02-04.090301.tar.bz2 I've got the current snapshot and tried to compile with the lastest CS (end of Jan) bt FR could not find some CS funcs. Can anybody fix this? Tried the Jan 15 Release as referred in readme.now, but it misses a hint to add these to scf.cfg: (at least I could not find any with grep) freeraider.net.servermanager.tcp = frnsmtcp freeraider.factory.netobjects = frobjfct freeraider.net.clientmanager.tcp = frncmtcp freeraider.system.eventmapper = frevtmap freeraider.user.client = frawscli freeraider.net.datapackager = frmarsh freeraider.ship.x-proto = frship freeraider.hud.sample-o-hud = frhud freeraider.hud.control.simple-o-meter = frhudctl freeraider.hud.control.fade-o-meter = frhudctl freeraider.hud.control.decor = frhudctl freeraider.sound.control.cs = frsndctl freeraider.feature.listener.metersound = frevtsnd freeraider.plugin.frship = frship freeraider.feature.speed = frfeat freeraider.feature.movement = frfeat (also the wep page build instructions are old, do not contain the ln -s to FR in CS needed for Unix) This is how far I got with gdb then: [Switching to Thread 1024 (LWP 19627)] 0x4060b0dc in frShip::LoadFrom(iVFS*, char const*) () from /BERND/freeraider/CS/frship.so SuSE 8.1 (gcc 3.2, glibc-2.2.5+) I looks like there is still some scf.cfg entry wanted by frShip::LoadFrom, but I could not find it. frReport is called but there is no text output was shown for this sig11. Is the file stream/fd used for printing errors flushed within frReport? Looks not or it's logged elsewere, at least after adding some printf and adding fflush() for stdout and stderr frReport prints this from frship: Create container container.Engine Would have to use -g for frship, but wanted to report all this first. Is the game in a playable state besides? Bernd |
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From: Ken <ke...@ch...> - 2003-01-06 23:23:16
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Eagerly anticipating your success!
Buzzbomb
Dr Ken Leahy
LCDR, USN
=20
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From: David S. S. <dav...@ya...> - 2002-06-24 00:39:36
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All, Will be working more on graphics hopefully around August as during July I will be moving into new house. Creating a studio set-up so I can work better. Norm wanted me to post the below to you. Check it out, some ship examples- http://www.hiredguns-ops.dns2go.com/ Look Under FreeRaider Sneak Preview Dave Sickmeier AKA Staruk ===== Dave http://calendar.yahoo.com/dslacker ----------------------------------------------------------- "Grant me the serenity to accept those who think of themselves as better than thou. The courage to accept the beliefs of others as a right they wish to impose on others, and the wisdom to respect those people who treat others not as they would themselves. Help me oh Lord to be careful of those who wish to suppress my ability to choose, as they may be the leaders of tomorrow." __________________________________________________ Do You Yahoo!? Yahoo! - Official partner of 2002 FIFA World Cup http://fifaworldcup.yahoo.com |
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From: <no...@t-...> - 2002-05-26 15:48:52
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yes, in the end i will implement the method of storing the bits that you mentioned in one of your posts. But this is not really high on my agenda. norman On Sunday 26 May 2002 17:41, Steven Wilcoxon wrote: > I suspected this., ust wanted to check before taking extreme measures. > I've tried forcing BitSet to use the non-asm code and had the same results. > The problem appears to be related with the float2long() being included. I > did a quick test of adding an AddFloat() method to frnetbit that handles > the full conversion and the problem goes away. > > Is the bit codec going to replace this low level calling? If so, that will > remove my problem long term ... I'm not ready yet to upgrade GCC or Linux. > > On Sunday 26 May 2002 03:18, Norman Krämer wrote: > > The only real solution to this is to use a less buggy compiler :( > > We ran into similar problems in CrystalSpace already. While one could > > argue thats its possible to rearrange the code to make the compiler happy > > the fact that the compiler does not spill out warnings but _segfaults_ > > renders any code rearrangements futile. > > GCC 2.95.2 and 2.95.3 are both working. Maybe 3.1 does too. > > > > greetings > > norman > > > > p.s.: > > I think the cause is the use of assembler instructions in the underlying > > CS source in CS/include/csutil/bitset.h > > > > On Sunday 26 May 2002 04:49, Steven Wilcoxon wrote: > > > I've decided to build FreeRaider to get a better idea of its current > > > condition and am running into a compile problem. > > <SNIP> > > > > ------------------------------ > > > If I comment out all references to AddBits, its willing to compile but > > > fails with a similar problem in the next module. > > > > > > Has this issue been seen before? Is there a work around? > > > > > > S.W. > > > aka Learner > > > http://www.Terminuspoint.com > > <SNIP> > > > > _______________________________________________ > > > Freeraider-main mailing list > > > Fre...@li... > > > https://lists.sourceforge.net/lists/listinfo/freeraider-main |
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From: Steven W. <swi...@so...> - 2002-05-26 15:39:39
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I suspected this., ust wanted to check before taking extreme measures. I= 've=20 tried forcing BitSet to use the non-asm code and had the same results. Th= e=20 problem appears to be related with the float2long() being included. I did= a=20 quick test of adding an AddFloat() method to frnetbit that handles the fu= ll=20 conversion and the problem goes away. Is the bit codec going to replace this low level calling? If so, that wil= l=20 remove my problem long term ... I'm not ready yet to upgrade GCC or Linux. On Sunday 26 May 2002 03:18, Norman Kr=E4mer wrote: > The only real solution to this is to use a less buggy compiler :( > We ran into similar problems in CrystalSpace already. While one could a= rgue > thats its possible to rearrange the code to make the compiler happy the > fact that the compiler does not spill out warnings but _segfaults_ rend= ers > any code rearrangements futile. > GCC 2.95.2 and 2.95.3 are both working. Maybe 3.1 does too. > > greetings > norman > > p.s.: > I think the cause is the use of assembler instructions in the underlyin= g CS > source in CS/include/csutil/bitset.h > > On Sunday 26 May 2002 04:49, Steven Wilcoxon wrote: > > I've decided to build FreeRaider to get a better idea of its current > > condition and am running into a compile problem. <SNIP> > > ------------------------------ > > If I comment out all references to AddBits, its willing to compile bu= t > > fails with a similar problem in the next module. > > > > Has this issue been seen before? Is there a work around? > > > > S.W. > > aka Learner > > http://www.Terminuspoint.com <SNIP> > > _______________________________________________ > > Freeraider-main mailing list > > Fre...@li... > > https://lists.sourceforge.net/lists/listinfo/freeraider-main --=20 S.W. aka Learner http://www.TerminusPoint.com |
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From: Norman <no...@us...> - 2002-05-26 07:10:08
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The only real solution to this is to use a less buggy compiler :( We ran into similar problems in CrystalSpace already. While one could argue thats its possible to rearrange the code to make the compiler happy the fact that the compiler does not spill out warnings but _segfaults_ renders any code rearrangements futile. GCC 2.95.2 and 2.95.3 are both working. Maybe 3.1 does too. greetings norman p.s.: I think the cause is the use of assembler instructions in the underlying CS source in CS/include/csutil/bitset.h On Sunday 26 May 2002 04:49, Steven Wilcoxon wrote: > I've decided to build FreeRaider to get a better idea of its current > condition and am running into a compile problem. > > Under Mandrake Linux 8.1, GCC 2.96 on an Athlon system with CS 0.94r2 when > compiling the 5/25/02 snapshot of FR I get: > > *-------------------------------------------------------------------------* > Building Freeraider netobject factory plugin > Building for LINUX/GCC/X86 in optimize mode > *-------------------------------------------------------------------------* > g++ -c -o out/LINUX/X86/optimize/frono.o > apps/fr/apps/freeraid/plugins/frnetmgr/objfctry/frono.cpp > -D__CRYSTAL_SPACE__ -Wall -Wunused -W -mcpu=pentiumpro -march=i686 > -fno-exceptions -fno-rtti -O2 -fomit-frame-pointer -ffast-math -I. > -I./apps -I./include -I./libs -I./plugins -I./support > -Iapps/fr/apps/freeraid/include > -Iapps/fr/apps/freeraid/libs -Iapps/fr/apps/freeraid/include > -Iapps/fr/apps/freeraid/libs -Iapps/fr/apps/freeraid/include > -Iapps/fr/apps/freeraid/libs > apps/fr/apps/freeraid/plugins/frnetmgr/objfctry/frono.cpp: In method `bool > frOrbitingObject::OnRequest > (int, void *)': > apps/fr/apps/freeraid/plugins/frnetmgr/objfctry/frono.cpp:254: Internal > error: Segmentation fault. > Please submit a full bug report. > See <URL:https://qa.mandrakesoft.com/> for instructions. > make[1]: *** [out/LINUX/X86/optimize/frono.o] Error 1 > make: *** [frobjfct] Error 2 > > ------------------------------ > If I comment out all references to AddBits, its willing to compile but > fails with a similar problem in the next module. > > Has this issue been seen before? Is there a work around? > > S.W. > aka Learner > http://www.Terminuspoint.com > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm > > _______________________________________________ > Freeraider-main mailing list > Fre...@li... > https://lists.sourceforge.net/lists/listinfo/freeraider-main |
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From: Steven W. <swi...@so...> - 2002-05-26 03:13:55
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While looking at the code causing my compile error, I have the following ideas to help make the network coding easier to write. Create multiple Add/Get types (one for each type of low level data) that are used instead of the specific AddBits/GetBits. That way any encoding for that specific type of data goes into the general frnetbits class instead of every object. Thiss will produce less code and make it easier to ensure that the sned & recv's work the same way. Laster, if a better encoding is identified for a type, you can change it one place For instance AddString() could send the length followed automatically by the string data. S.W. aka Learner http://www.TerminusPoint.com |
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From: Steven W. <swi...@so...> - 2002-05-26 02:48:31
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I've decided to build FreeRaider to get a better idea of its current condition and am running into a compile problem. Under Mandrake Linux 8.1, GCC 2.96 on an Athlon system with CS 0.94r2 when compiling the 5/25/02 snapshot of FR I get: *-------------------------------------------------------------------------* Building Freeraider netobject factory plugin Building for LINUX/GCC/X86 in optimize mode *-------------------------------------------------------------------------* g++ -c -o out/LINUX/X86/optimize/frono.o apps/fr/apps/freeraid/plugins/frnetmgr/objfctry/frono.cpp -D__CRYSTAL_SPACE__ -Wall -Wunused -W -mcpu=pentiumpro -march=i686 -fno-exceptions -fno-rtti -O2 -fomit-frame-pointer -ffast-math -I. -I./apps -I./include -I./libs -I./plugins -I./support -Iapps/fr/apps/freeraid/include -Iapps/fr/apps/freeraid/libs -Iapps/fr/apps/freeraid/include -Iapps/fr/apps/freeraid/libs -Iapps/fr/apps/freeraid/include -Iapps/fr/apps/freeraid/libs apps/fr/apps/freeraid/plugins/frnetmgr/objfctry/frono.cpp: In method `bool frOrbitingObject::OnRequest (int, void *)': apps/fr/apps/freeraid/plugins/frnetmgr/objfctry/frono.cpp:254: Internal error: Segmentation fault. Please submit a full bug report. See <URL:https://qa.mandrakesoft.com/> for instructions. make[1]: *** [out/LINUX/X86/optimize/frono.o] Error 1 make: *** [frobjfct] Error 2 ------------------------------ If I comment out all references to AddBits, its willing to compile but fails with a similar problem in the next module. Has this issue been seen before? Is there a work around? S.W. aka Learner http://www.Terminuspoint.com |
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From: Norman <no...@us...> - 2001-08-04 15:23:19
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On Saturday 04 August 2001 17:10, you wrote: > Is it still up ??? I cannot connect since Thurs > > John > this is probably because the name is irc.openprojects.net :) norman |
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From: <JOH...@ao...> - 2001-08-04 15:11:02
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Is it still up ??? I cannot connect since Thurs
John
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From: <JOH...@ao...> - 2001-07-31 21:18:08
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Thanks for the http update may!! Jam |
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From: Norman <no...@us...> - 2001-07-31 21:11:41
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On Tuesday 31 July 2001 16:47, you wrote: > In a message dated 7/31/01 12:53:31 AM Pacific Daylight Time, > no...@us... writes: > > << Fre...@li... >> > > > Hey may, What happen to the FTP space???? > > JaM the nightly snapshot creation has been changed and will create the packages to the FR homepage. There you will find a new link on the left side which will point you to the location. (note: ftp service will be discontinued by sourceforge in the near future) greets norman |
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From: Norman <no...@ly...> - 2001-06-21 17:32:42
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On Thursday 21 June 2001 19:28, you wrote: > is anyone else having problems logging on to Sourceforge using IE 5.5??? according to the login screen on SF there are some issues with SSL in combination with MS IE, but i always ignored them since i dont use IE. Did u read what they tell there ? greets norman |
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From: Ron A. <ro...@wa...> - 2001-06-03 20:27:51
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Hey Norman: I found a couple of oddities dealing with the client while it is connected to a server. 1: When you disconnect and reconnect (via console, not restart), you can see the echos of what went on before. Take a look here to see what happened when I logged in several times. Note the torpedo hanging in mid air is obscured by the front on my craft http://www.volus.net/~ronwalf/data/multiple-selves.gif Somewhat amusing eh? Ghosts, I tell you, Ghosts! 2: If you follow your torpedo around like a lost puppy, when it disappears, you'll see a ghost of it hanging in mid-air. It no longer moves. Note that if you fire multiple torpedos, only one ghost seems to remain. Now, you can repeat the experiment to add another ghost. I'm not sure what causes this. It doesn't seem to be leaving any extra instances around. Ron Alford, KB0NUV http://volus.net/~ronwalf ----------------------------------------------------- System hosed. Would you like to continue? [Y]: |
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From: Norman <no...@ly...> - 2001-06-03 00:22:31
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On Saturday 02 June 2001 17:39, you wrote: > On Sat, 2 Jun 2001, Norman Krämer wrote: > > - spawn a local server > > - distinguish the two cases explicitly in the code > > Currently it's trying to do the later but failing. Although the game's > pretty useless when it's not connected, it's a nice debugging feature for > the moment. Perhaps we should just make it more robust for the moment. agreed > Anyways, I'll be hanging out on IRC for a while. I'd like to get more > familiar with the code base. If I'm not there, or unresponsive, just post > a simple task to the list, and I'll get on it. > > Just a list of annoyances I'm running across: > Crash on missle fire(discussed) > Seemingly all black textures on models around the starting point > The walls of the cube are fine. press SHIFT+L to change to unlit textures .. this will disable lighting for all textures, but at least it will show textures. I think the problem is a bad positioned light so all texture lightmaps become black. > Sound doesn't work right in OpenGL (works fine in software renderer). > I think this may be a speed issue. The laser fires much faster > under openGL. (I'm running at 50fps now, as opposed to 6 under > software renderer) this could also be due to bus locking by the video card. > Closing the options menu(F1) by hitting the destroy button (instead of > Go!) locks further keyboard input fixed > When I connect to a server, I have black squigglies running across my > screen. They don't seem to move at all. Is this because I'm > seeing the model that I'm flying from the inside? What you see are the unlit parts of a model :) again press SHIFT+L Btw, the lighting problem seem to be rooted in some changes in CS some time ago, because it once worked (as they say, it was all much better back then) cheers, norman |