Jay Tennant | 1 Feb 2012 04:45

Re: SVN: teeemcee/5007 scons: support for building gfx_directx.dll (and also gfx_directx_test1.

> From: James Paige <Bob <at> HamsterRepublic.com>
> Sent: Tuesday, January 31, 2012 11:37 AM
> 
> On Tue, Jan 31, 2012 at 9:00 AM,  <subversion <at> hamsterrepublic.com> wrote:
> > teeemcee
> > 2012-01-31 09:00:48 -0800 (Tue, 31 Jan 2012)
> > 195
> > scons: support for building gfx_directx.dll (and also gfx_directx_test1.exe)
> >
> > I replaced the afxres.h include with windows.h because the former is apparently not available in VS
Express editions.

Hmm, I should have known VS would add that to the resource file. We're not even
using MFC, so that's pretty useless of it, isn't it? :S

> scons now fails on the Windows nightly build system.
> 
> C:\Users\James\src\ohr\wip>scons
> scons: Reading SConscript files ...
> 
> scons: warning: Two different environments were specified for target gfx_directx
> \gfx_directx.o,
>         but they appear to have the same action: $RC $_CPPDEFFLAGS $RCINCFLAGS $
> {RCINCPREFIX} ${SOURCE.dir} $RCFLAGS -i $SOURCE -o $TARGET
> File "C:\Users\James\src\ohr\wip\SConscript", line 452, in <module>
> 
> scons: *** Multiple ways to build the same target were specified for: gfx_direct
> x\gfx_directx.o  (from ['gfx_directx\\gfx_directx.rc'] and from ['gfx_directx\\g
> fx_directx.cpp'])
> File "C:\Users\James\src\ohr\wip\SConscript", line 452, in <module>
(Continue reading)

Ralph Versteegen | 1 Feb 2012 08:44
Picon

Re: SVN: teeemcee/5007 scons: support for building gfx_directx.dll (and also gfx_directx_test1.

On 1 February 2012 16:45, Jay Tennant <hierandel8 <at> crazyleafgames.com> wrote:
>> From: James Paige <Bob <at> HamsterRepublic.com>
>> Sent: Tuesday, January 31, 2012 11:37 AM
>>
>> On Tue, Jan 31, 2012 at 9:00 AM,  <subversion <at> hamsterrepublic.com> wrote:
>> > teeemcee
>> > 2012-01-31 09:00:48 -0800 (Tue, 31 Jan 2012)
>> > 195
>> > scons: support for building gfx_directx.dll (and also gfx_directx_test1.exe)
>> >
>> > I replaced the afxres.h include with windows.h because the former is apparently not available in VS
Express editions.
>
> Hmm, I should have known VS would add that to the resource file. We're not even
> using MFC, so that's pretty useless of it, isn't it? :S
>
>> scons now fails on the Windows nightly build system.
>>
>> C:\Users\James\src\ohr\wip>scons
>> scons: Reading SConscript files ...
>>
>> scons: warning: Two different environments were specified for target gfx_directx
>> \gfx_directx.o,
>>         but they appear to have the same action: $RC $_CPPDEFFLAGS $RCINCFLAGS $
>> {RCINCPREFIX} ${SOURCE.dir} $RCFLAGS -i $SOURCE -o $TARGET
>> File "C:\Users\James\src\ohr\wip\SConscript", line 452, in <module>
>>
>> scons: *** Multiple ways to build the same target were specified for: gfx_direct
>> x\gfx_directx.o  (from ['gfx_directx\\gfx_directx.rc'] and from ['gfx_directx\\g
>> fx_directx.cpp'])
(Continue reading)

Jay Tennant | 1 Feb 2012 17:19

Re: SVN: teeemcee/5007 scons: support for building gfx_directx.dll (and also gfx_directx_test1.

> From: Ralph Versteegen <teeemcee <at> gmail.com>
> Sent: Wednesday, February 01, 2012 1:45 AM
> 
> On 1 February 2012 16:45, Jay Tennant <hierandel8 <at> crazyleafgames.com> wrote:

> > Separately, since shaders aren't being used, we could potentially use the
> > December 2006 SDK, which would remove optional dependency on d3dx9_24.dll,
> > the dll responsible for screenshots.
> 
> Oh really?
> 
> I have both the December 2004 and the August 2009 DirectX SDKs
> installed. There's very little difference between the two files
> produced. They are the same length, and differ in only 677 bytes, most
> of which is because two parts of the file don't line up!
> 
> Also, I'm using Visual Studio 2008 Express Edition. 

Oops, I meant December 2004. If that's the only size difference,
then we definitely should use that release.

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subversion | 1 Feb 2012 19:01
Favicon

SVN: james/5010 Make autotest.py explicitly ignore the 'Function "abort" not defined.' e

james
2012-02-01 10:01:41 -0800 (Wed, 01 Feb 2012)
114
Make autotest.py explicitly ignore the 'Function "abort" not defined.' error that has been interrupting
it lately
---
U   wip/autotest.py
subversion | 1 Feb 2012 19:07
Favicon

SVN: james/5011 Fix quithelp() in Context object

james
2012-02-01 10:07:04 -0800 (Wed, 01 Feb 2012)
33
Fix quithelp() in Context object
---
U   wip/autotest.py
subversion | 1 Feb 2012 19:24
Favicon

SVN: james/5012 Fix autotest.py's detection of .svn folders for newer-format working cop

james
2012-02-01 10:24:02 -0800 (Wed, 01 Feb 2012)
234
Fix autotest.py's detection of .svn folders for newer-format working copies that only have .svn in the root
Remove the single quotes around the svn url on the checkout command because svn on Windows treats them as
part of the string.
---
U   wip/autotest.py
bugzilla-daemon | 2 Feb 2012 08:59

[Bug 943] Massive game lag when enemy is out of mana

http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=943

--- Comment #3 from San <santino_labbate <at> redlands.edu> 2012-02-01 23:59:16 PST ---
In my case, the lag only occurs when MP Idiot is disabled. It can be prevented
by turning the bitset on, but this, of course, can change the way an enemy acts
if it has a mixture of legal and illegal abilities.

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bugzilla-daemon | 2 Feb 2012 09:04

[Bug 943] Massive game lag when enemy is out of mana

http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=943

--- Comment #4 from San <santino_labbate <at> redlands.edu> 2012-02-02 00:04:59 PST ---
I did a search through the g_debug_archive file and was unable to find the
words "Enemy" or "Safety" in mine.

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Ralph Versteegen | 2 Feb 2012 17:06
Picon

Re: SVN: james/4996 Fix bug 936. "change npc id" has been mostly broken since revision 4832

On 30 January 2012 13:00, Ralph Versteegen <teeemcee <at> gmail.com> wrote:
> On 30 January 2012 12:56, Ralph Versteegen <teeemcee <at> gmail.com> wrote:
>> On 30 January 2012 12:25, James Paige <Bob <at> hamsterrepublic.com> wrote:
>>> On Sun, Jan 29, 2012 at 03:22:52PM -0800, subversion <at> HamsterRepublic.com wrote:
>>>> james
>>>> 2012-01-29 15:22:52 -0800 (Sun, 29 Jan 2012)
>>>> 233
>>>> Fix bug 936. "change npc id" has been mostly broken since revision 4832
>>>> visnpc was not reloading NPC sprites, which it is supposed to do after a "change npc id" command.
>>>>
>>>> I also added "change npc id" and "get npc id" to autotest.hss
>>>
>>> I was able to observe the fix by watching autotest.rpg at normal speed,
>>> however, the autotest.py tool seems to e broken for me. It looks to me
>>> as if it finishes the first pass, but then it crashes with the somewhat
>>> baffling stack trace:
>>>
>>> Program exited normally.
>>> No crash here
>>> Traceback (most recent call last):
>>>  File "./autotest.py", line 347, in <module>
>>>    tester.run_tests()
>>>  File "./autotest.py", line 189, in run_tests
>>>    self.test_rpg(rpg)
>>>  File "./autotest.py", line 217, in test_rpg
>>>    self.run_rpg(rpg, olddir)
>>>  File "./autotest.py", line 289, in run_rpg
>>>    run_command(cmd, 1)
>>>  File "./autotest.py", line 36, in run_command
>>>    raise ExecError(exitcode, "subprocess.Popen().communicate() returned
(Continue reading)

bugzilla-daemon | 2 Feb 2012 17:11

[Bug 943] Massive game lag when enemy is out of mana

http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=943

--- Comment #5 from Bob the Hamster <Bob <at> HamsterRepublic.com> 2012-02-02 08:11:18 PST ---
Thanks for that information. It is helpful for narrowing down the problem.

One more question: What is the version number that is displayed at the bottom
of the screen when you run game.exe?

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Gmane