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Wolf4SDL released
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TexZK
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PostPosted: Tue May 27, 2008 11:31 am
   Subject: Re: Wolf4SDL released
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Ripper wrote:
Which version of VS2005 are you using and on which operating system? Today I found out, that VS2008 actually has 8 different C++ compilers among the different versions!
You didn't tell me, whether the defines I mentioned were defined.

Really??? Shocked I'm going to download VS2008 from my University repository, then I'll let you know. As for now, I'm using "Microsoft Visual C++ 2005 Enterprise Edition 8.0.50727.42" (info from the About box).
The definitions are there in the project configuration section, but it looks like my VS2005 doesn't care about "*_NO_WARNINGS", and continues suggesting me to use "_CRT_SECURE_NO_DEPRECATE" in the output window. I know I shouldn't care about warnings so much, but it's really annoying when scrolling down to find the errors... and I think with "*_NO_DEPRECATE" it's more secure, as it redefines automatically all the standard functions with the right ISO name (with an underscore before the function name).


Ripper wrote:
The speed improvements should be thanks to you, as I removed some useless delays. Today on a laptop of a friend, I found out, that there is a big speed problem when you have a stricter scheduler (like on FreeBSD): I still have one place, where I do busy waiting (yes, I know, shame on me). Obviously I waits long enough, that the scheduler marks Wolf4SDL as a non-interactive process and reduces its priority. If you have e.g. a Firefox running in the background (even on another desktop), animating its stupid logo becomes more important for the scheduler than running the game Mr Green
So this is definately something I need to get rid of. Perhaps along the lines, I will be able to improve the demo playback...
Which framerate do you get now and which processor do you have? The maximum framerate is 70 fps.

Not only by me, because my "hack" works only when the screen is flashing. The game is REALLY more responsive: under WinXP it feels like walking on silk Laughing Anyway, under Linux (Ubuntu 8.04) there are still some small issues, despite they got infinately better with v1.5 over v1.4 (which was on Ubuntu 7.10). The FPS counter is at its maximum for most of the time, even if sometimes it drops about a few frames. I haven't used a classic "1000/(new_time-old_time)" fps counter on v1.5, I've tried by writing the counter on the title bar but it slows down. I'll hack the graphical counter a bit to keep it fast.
It looks like problems are related to the OS-SDL interaction, since you say FreeBSD makes it sleep because of its strict scheduler... even if a videogame should "keep it up" by its continuous activity.

Ripper wrote:
Just yesterday I thought, it would be nice to have finer turning! Could you send me a patch with the changes you made? I'd like to have a look at whether I can integrate it into Wolf4SDL.

I thought I published that tutorial, but I realized it's not on the forum... Confused I may have written it on a TXT and then deleted it Crying or Very sad
I'll make it again for v1.5 while writing the tutorial, so I'll be sure the tutorial works! Thumbs Up It's nothing difficult anyway, just a bunch of "magic numbers" redefinitions...


Last edited by TexZK on Thu May 29, 2008 11:36 am; edited 1 time in total
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PostPosted: Tue May 27, 2008 12:01 pm
   Subject: Re: Wolf4SDL released
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Ok, I've just done the following changes in v1.5 to make the mouse movements smoother.


WL_DEF.H

from:
::: CODE :::
#define ANGLES          360             // must be divisable by 4

to:
::: CODE :::
#define ANGLES          3600            // must be divisable by 4


================================================================

WL_DRAW.CPP

from:
::: CODE :::
    if (ob->obclass == rocketobj || ob->obclass == hrocketobj)
        angle = (viewangle-180) - ob->angle;
    else
        angle = (viewangle-180) - dirangle[ob->dir];

to:
::: CODE :::
    if (ob->obclass == rocketobj || ob->obclass == hrocketobj)
        angle = (viewangle-VANG180) - ob->angle;
    else
        angle = (viewangle-VANG180) - dirangle[ob->dir];



Not needed, but suggested:
please change all "magic numbers" in AsmRefresh() to their ANG* values, for flexibility.

================================================================

WL_AGENT.CPP

from:
::: CODE :::
#define MOVESCALE       150l
#define BACKMOVESCALE   100l
#define ANGLESCALE      20

to:
::: CODE :::
#define MOVESCALE       150l
#define BACKMOVESCALE   100l
#define ANGLESCALE      ((20*360)/ANGLES)


--------------------------------

from:
::: CODE :::
    player->state = &s_player;
    player->angle = (1-dir)*90;
    if (player->angle<0)
        player->angle += ANGLES;

to:
::: CODE :::
    player->state = &s_player;
    player->angle = (1-dir)*VANG90;
    if (player->angle<0)
        player->angle += ANGLES;


--------------------------------

from:
::: CODE :::
void VictorySpin (void)
{
    int32_t    desty;

    if (player->angle > 270)
    {
        player->angle -= (short)(tics * 3);
        if (player->angle < 270)
            player->angle = 270;
    }
    else if (player->angle < 270)
    {
        player->angle += (short)(tics * 3);
        if (player->angle > 270)
            player->angle = 270;
    }

    desty = (((int32_t)player->tiley-5)<<TILESHIFT)-0x3000;

    if (player->y > desty)
    {
        player->y -= tics*4096;
        if (player->y < desty)
            player->y = desty;
    }
}

to:
::: CODE :::
void VictorySpin (void)
{
    int32_t    desty;

    if (player->angle > VANG270)
    {
        player->angle -= (short)(tics * ((3 * ANGLES)/360));
        if (player->angle < VANG270)
            player->angle = VANG270;
    }
    else if (player->angle < VANG270)
    {
        player->angle += (short)(tics * ((3 * ANGLES)/360));
        if (player->angle > VANG270)
            player->angle = VANG270;
    }

    desty = (((int32_t)player->tiley-5)<<TILESHIFT)-0x3000;

    if (player->y > desty)
    {
        player->y -= tics*4096;
        if (player->y < desty)
            player->y = desty;
    }
}


================================================================

WL_GAME.CPP (updated)

from:
::: CODE :::
#define DEATHROTATE 2

to:
::: CODE :::
#define DEATHROTATE ((2*ANGLES)/360)


Last edited by TexZK on Fri May 30, 2008 5:53 am; edited 1 time in total
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PostPosted: Wed May 28, 2008 6:56 pm
   Subject: Re: Wolf4SDL released
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TexZK, what are side effects of this code related to keyboard movement?

BTW, I figured out what the deal was with the saved games in my Wolf4SDL code. I'd tinkered around with ID_PM and ID_SD. Replacing them with the source code files of Wolf4SDL v1.4 should fix the problem. I'm starting over with the v1.5 source, though.
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PostPosted: Thu May 29, 2008 8:34 am
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Tricob wrote:
TexZK, what are side effects of this code related to keyboard movement?

There are no side effects on the keyboard at all, since all multiplications are based on the pre-defined ANGLES constant.
What might be fixed are joystick movements, since I own a Logitech WingMan and a cheap gameport helmet which don't want to work with XP, so I can't test it at the moment.

Edit: I've been able to install my gamepad and works ok.
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PostPosted: Thu May 29, 2008 6:34 pm
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Tricob wrote:
BTW, I figured out what the deal was with the saved games in my Wolf4SDL code. I'd tinkered around with ID_PM and ID_SD. Replacing them with the source code files of Wolf4SDL v1.4 should fix the problem.
Except that it doesn't. Sad It doesn't matter anymore though, as my re-patching of the code in Wolf4SDL 1.5 is about half complete already. Cool
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PostPosted: Fri May 30, 2008 5:55 am
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Updated the DEATHROTATE constant, which I forgot to change in the player->angle patch.

I've also noticed that moving the mouse faster won't make the player rotate fast too, but I don't understand where the issue is in the source code (also in vanilla 1.5, without my patch). It looks like the SDL_WarpMouse() isn't all that good; isn't it better to retreive the mouse movements from processEvent()?



Another small issue: when dragging the game window, the tick counter still works, so if you for example keep the window dragging for 10 seconds, the game will go ahead by, say, "10*BASETICKS".

Just for your interest:
With my Wolf3D-like game engine I'm doing it this way, and works perfectly:
::: CODE :::

   // Application loop
   while ( True ) {
      static TInt32   curTicks, pollTicks, oldTicks = SDL_GetTicks() - 1;
      static TFloat   timeStep = 0.0f;

      static TChar   title[ 256 ];
      
      // Poll incoming events
      pollTicks = SDL_GetTicks();
      while ( SDL_PollEvent( &incomingEvent ) > 0 ) {
         ProcessEvent( &incomingEvent );
      }
      pollTicks = SDL_GetTicks() - pollTicks;
      
      // (Processes the whole applicaton here)
      
      // Write the FPS counter on the title bar
      curTicks = SDL_GetTicks();
      timeStep = (TFloat)( curTicks - oldTicks - pollTicks ) * 0.001f;

      l_fTimeStep = timeStep;
      sprintf( title, "Fenrir - %.2f fps", 1.0f / timeStep );
      oldTicks = curTicks;
      SDL_WM_SetCaption( title, NULL );
      
      // Start rendering objects
      StartRendering( True );
      
      // (Draws everything here)
      
      // Finish rendering objects and update the screen
      FinishRendering();
      
      // Let the OS preempt this process
      SDL_Delay( 1 );
   }
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PostPosted: Sun Jun 01, 2008 9:33 am
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TexZK wrote:
It looks like problems are related to the OS-SDL interaction, since you say FreeBSD makes it sleep because of its strict scheduler... even if a videogame should "keep it up" by its continuous activity.
Interactive processes wake up, do a small task and go back to sleep again. Non-interactive processes do e.g. heavy calculations without ever thinking of voluntarily yielding the CPU. So when the scheduler is set to timeslices of 1 ms and Wolf4SDL does busy-waiting for 13 ms, it's just non-interactive Wink
Thanks for the code, I hope to have time for looking into it soon.

@Tricob: You are applying the Wolf4SDL changes manually?!? There really are better ways to do that with the Linux or Cygwin tools diff and patch (you can also use "svn diff"). Basically you would get the changes from Wolf4SDL v1.4 to v1.5 and apply these as a patch to a backup of your current project which already used Wolf4SDL v1.4. After that there shouldn't be too much left needing manual attention.

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PostPosted: Sun Jun 01, 2008 6:18 pm
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One question, slightly OT: I think Dev-C++ has a version updater like SVN in it somewhere. Would it still work with the WolfSDL repository?

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PostPosted: Sun Jun 01, 2008 6:26 pm
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Ripper wrote:
Basically you would get the changes from Wolf4SDL v1.4 to v1.5 and apply these as a patch to a backup of your current project which already used Wolf4SDL v1.4. After that there shouldn't be too much left needing manual attention.
Well, I goofed up the saved games source code somehow, and it's easier and less time-consuming to restart the code with v1.5 then to try and track down the problem bit by bit. I'll admit there were a lot of areas I messed around with in the v1.4 code that I should've just left alone. Sad
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PostPosted: Mon Jun 02, 2008 6:29 pm
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I unveiled another demo-related bug in Wolf4SDL (I seem to specialize in finding such things). In a 640x480 resolution, when BJ is killed in Demo Mode, the statusbar still remains below when the title screen and other such things are still displayed. Here's how to fix the problem.

In WL_MAIN.CPP, search for:

::: CODE :::
#ifndef DEMOTEST
#ifdef SPEAR
            SDL_Color pal[256];
            CA_CacheGrChunk (TITLEPALETTE);
            VL_ConvertPalette(grsegs[TITLEPALETTE], pal, 256);


Change it to look like this:
::: CODE :::
#ifndef DEMOTEST
    if(screenHeight % 200 != 0)
        VL_ClearScreen(0);
#ifdef SPEAR
            SDL_Color pal[256];
            CA_CacheGrChunk (TITLEPALETTE);
            VL_ConvertPalette(grsegs[TITLEPALETTE], pal, 256);
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PostPosted: Tue Jun 03, 2008 3:07 am
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@AlumiuN: No, DevC++ natively supports CVS, that's another versioning system. I don't know, whether there are plugins for it, which support SVN though.

@Tricob: Good work, but 12 hours to late Mr Green
Pickle reported the bug yesterday and I fixed it with nearly the same code as you suggested (I just put it at the end of the intro loop). It's fixed in revision 220.

But I still have to investigate the problem with the wrong playback of the original demos... time, TIME *ARGH*

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PostPosted: Tue Jun 03, 2008 9:58 am
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Ripper wrote:

@Tricob: Good work, but 12 hours to late Mr Green
Pickle reported the bug yesterday and I fixed it with nearly the same code as you suggested (I just put it at the end of the intro loop). It's fixed in revision 220.

Hah too slow!

Anyone using a GCC compilier try using these parameters for a boost in performance: -fmerge-all-constants -ffast-math -funswitch-loops
Also anyone that has custom mods that want to expand them to the GP2X, I will gladly help in the porting.
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PostPosted: Tue Jun 03, 2008 6:26 pm
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@Ripper: I'll take a look. Smile

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PostPosted: Tue Jun 03, 2008 8:01 pm
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Ripper wrote:
But I still have to investigate the problem with the wrong playback of the original demos... time, TIME *ARGH*
Well, the demos are hard-coded to work with the window size running at 16 (the original EXE's default). It's always off somehow if the window is set smaller or larger. Speed of the system seems to make little difference. The bug is reminiscent of the original code, and exists both in Wolf3D and SOD. If we figure out what it does differently when the window size is changed, it might not be difficult to correct.

I hope that narrows down the problem a little bit.
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PostPosted: Tue Jun 03, 2008 8:05 pm
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Pickle wrote:
Also anyone that has custom mods that want to expand them to the GP2X, I will gladly help in the porting.
Thanks; you've got yourself a deal. Smile

It'll be at least a day before the code is ready for you, though ... and I have some graphical work as well I also need to get done. I'll keep you posted, though. Smile
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PostPosted: Wed Jun 04, 2008 5:48 am
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Tricob wrote:
Pickle wrote:
Also anyone that has custom mods that want to expand them to the GP2X, I will gladly help in the porting.
Thanks; you've got yourself a deal. Smile

It'll be at least a day before the code is ready for you, though ... and I have some graphical work as well I also need to get done. I'll keep you posted, though. Smile


Great, if you left the GP2X.cpp and .h files in your SVN it will make it a pretty simple port, all I really have to do is define GP2X. Maybe send me a PM when you ready.
How many levels/maps do you have in your mod?
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PostPosted: Wed Jun 04, 2008 6:35 pm
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Pickle wrote:
How many levels/maps do you have in your mod?
The demo will have two, and the final version will have thirty. To disable the demo part of the code, open up VERSION.H, comment out the "#define WOLFDXDEMO" line, Rebuild All, and Compile.
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PostPosted: Wed Jun 04, 2008 6:58 pm
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Tricob wrote:
Pickle wrote:
How many levels/maps do you have in your mod?
The demo will have two, and the final version will have thirty. To disable the demo part of the code, open up VERSION.H, comment out the "#define WOLFDXDEMO" line, Rebuild All, and Compile.


Is there a reason you have a demo? So you have most of these 30 maps done?
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PostPosted: Wed Jun 04, 2008 8:15 pm
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OT -

Pickle wrote:
Is there a reason you have a demo?
Fear, basically ... It's rare that a project of mine goes this far, and I'd like to release everything I've done up to this point so I don't lose it later in some sort of mishap. Sad

Quote:
So you have most of these 30 maps done?
There are three maps done so far, excluding an incomplete map RonWolf said he was working on. Level Two in the demo is actually planned to be Level Three in the final release, and I already know what concept the real Level Two should use.
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PostPosted: Thu Jun 05, 2008 1:00 pm
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Pickle wrote:
Anyone using a GCC compilier try using these parameters for a boost in performance: -fmerge-all-constants -ffast-math -funswitch-loops

Actually a -O2 would be better and already contains these three. The point is, that the Makefile didn't enable ANY optimization. You can enable it in the Makefile by creating a file named config.default containing the line "CFLAGS += -O2" (without "", of course).
With Visual Studio it should use optimizations, if you compile with the "Release" configuration.

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PostPosted: Thu Jun 05, 2008 1:18 pm
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Ripper wrote:
Actually a -O2 would be better and already contains these three.

Yes, I'm using that too, plus "CFLAGS += -march=athlon64" because I own an Athlon X2 processor. I've found that there's also a "-mcpu=XXX" flag...
Let's give a look inside here: http://linuxreviews.org/howtos/compiling/.
I've compiled under Linux/GCC for a few months, so I'm not a guru (Ripper is Laughing ).


Ripper wrote:
With Visual Studio it should use optimizations, if you compile with the "Release" configuration.

There's still room for more optimisations... I've enabled most of them (all speed optimisations, intrinsic functions, the SSE2 one and other useful ones), while with the "default" "release configuration there are only the most basic ones. I still repeat it's like playing on silk under Windows: it's perfect!
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PostPosted: Fri Jun 06, 2008 7:38 pm
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I've found in my version that when you "win" the Spear Demo EXE, the statusbar remains intact when it goes to the High Scores screen. Is this corrected in the update?
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PostPosted: Fri Jun 06, 2008 9:48 pm
   Subject: Re: Wolf4SDL released
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In response to myself, for anyone who can't be bothered to use an SVN command line, they can use TortoiseSVN, which is a GUI SVN client. I haven't managed to get the latest version working, though. Sad TortoiseSVN

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PostPosted: Sat Jun 07, 2008 6:11 am
   Subject: Wolf4SDL released
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Has anyone else encountered this phenomenon?

When I double-click the compiled EXE within Windows Explorer, I occasionally get an exit dialog message immediately when the options menu first comes up. The game is completely unresponsive to any keypresses or mouse clicks. The music continues to play. I have to ctl-alt-delete and end the task to get out.

This may or may not be compiler-related (Dev-C++), but I could not confirm this on v1.5 because the Win32 binaries on Chaos-Software won't play on my Win98 machine ("expects a newer version of Windows"). This does not occur on the v1.4 Win32 binaries from Chaos-Software. Also, running from a command-prompt is "bug-free".

I never get this phenomenon when I run from within Dev-C++, and very rarely when running from a shortcut.

This happens to my WIP and also to the latest vanilla revision 220. I've seen this phenomenon for a while now, but somehow have never gotten around to reporting it. Embarassed

Andy

@Ripper: What's up with the "make money online" warning box I get at Chaos-Software? Is the site infected?
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PostPosted: Sat Jun 07, 2008 7:40 am
   Subject: Re: Wolf4SDL released
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I'll answer later, but I (again) removed that stupid ********* (<- insert any flame here) advertisement stuff caused by the .de.vu domain... Although ads are set to "none" from time to time they do what ever they want...
So there shouldn't be any popups anymore...

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PostPosted: Tue Jun 10, 2008 10:17 pm
   Subject: Wolf4SDL released
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Been working on getting the Wolf4SDL code to look better with resolutions other than 640x400 and 320x200. Title screens, Credits Screens, High Scores, and the Main Menu look closer to what they should be, but that's only in 640x480 and 320x240. Besides, there's much more work to be done. But when it looks more complete, I'll post what I've done. Smile
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PostPosted: Mon Jun 16, 2008 4:02 pm
   Subject: Re: Wolf4SDL released
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I'm wanting to move Final Fight 2 to SDL, how hard would that be and are there any coding guides for SDL.

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PostPosted: Mon Jun 16, 2008 8:55 pm
   Subject: Re: Wolf4SDL released
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I'd like you to be specific about what features you want in the game that aren't enabled by default. Then we can give you a definite answer. Thanks. Thumbs Up

Also, I just fixed a bug related to the Hi-res code. You know how the code is supposed to have the weapon's accuracy diminish with range? Well, in Hi-res Mode, accuracy diminishes far too quickly. Here's how to fix the problem.

In WL_AGENT.CPP, look for the code:

::: CODE :::
    if (!closest || dist > 0x18000l)


Change it to:

::: CODE :::
#ifdef USE_HIRES
    if (!closest || dist > 0x72000l)
#else
    if (!closest || dist > 0x18000l)
#endif


Then Compile. Use the Rebuild All option in the compiler if the code change doesn't seem to help the weapon's accuracy.
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PostPosted: Tue Jun 17, 2008 3:34 pm
   Subject: Re: Wolf4SDL released
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well the features I've got is a new weapon(sten gun from RTCH), textured ceilings/floors, 110% health, 200 ammo limit, starting with 10 ammo instead of 8 and 30 seamless levels with 26 regular levels and 4 secret levels. and the mod will have 3 bosses. I hope that helps.

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PostPosted: Tue Jun 17, 2008 6:50 pm
   Subject: Re: Wolf4SDL released
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Thanks for the info. I don't expect you'll have many problems doing a Wolf4SDL port. Your changes to the code are pretty basic, and textured ceilings/floors can actually be enabled by simply removing a couple comment markers in the VERSION.H file.
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