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Author Topic: Will 2.3.1 fix reaction fire?  (Read 11387 times)

Offline Mattn

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Re: Will 2.3.1 fix reaction fire?
« Reply #15 on: October 03, 2010, 07:46:26 pm »
feel free to just attach a patch here.

Offline bayo

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Re: Will 2.3.1 fix reaction fire?
« Reply #16 on: October 03, 2010, 08:04:03 pm »
Or reset the reservation TU when we end the round, which make sens, cause reservation is only need when we are playing.

Offline Waldschrat

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Re: Will 2.3.1 fix reaction fire?
« Reply #17 on: October 12, 2010, 10:36:15 pm »
What commit shall I base the patch on?
- Current master: Doesn't even build, so no way to test it.
- Older commit (94ad32cb) fixing some other reaction fire action check problem: Builds, but crashes on start.
- 2.3 branch: Builds and works, but won't merge into the current master.

So, pick your poison: Untested or merge conflicts?

Offline Mattn

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Re: Will 2.3.1 fix reaction fire?
« Reply #18 on: October 12, 2010, 10:43:51 pm »
* why isn't the build working? what is the problem?
* backtrace available about the crash (or already fixed?)

if you have a patch for 2.3 available, just attach it - if it can't get merged into master we should fix you build problems and you should base it upon master

Offline DarkRain

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Re: Will 2.3.1 fix reaction fire?
« Reply #19 on: October 13, 2010, 04:54:56 am »
- Current master: Doesn't even build, so no way to test it.
Did you make clean before building? That solved the problem for me.
« Last Edit: October 13, 2010, 05:20:13 am by DarkRain »

Offline Waldschrat

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Re: Will 2.3.1 fix reaction fire?
« Reply #20 on: October 13, 2010, 07:55:29 pm »
OK, here is what I tried: I pulled the most recent master, did a "Build->Clean workspace" and then tried to build the various projects in the workspace, that's the result:
ufo, ufo_ded and ufo_tests: can't open file 'build/projects/ufo.exe.manifest': No such file or directory
ufo_radiant: can't open icon file 'build/projects/radiant.ico': No such file or directory
ufo_model:
undefined reference to `R_UseActorSkin'
undefined reference to `R_LoadActorSkinsFromModel'

Maybe I'm doing something wrong here, because both files complained about as missing are in the directories where it looks like they should be.

Offline Mattn

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Re: Will 2.3.1 fix reaction fire?
« Reply #21 on: October 13, 2010, 08:23:04 pm »
c::b is looking for the printed path relative to build/projects - so creating a directory build/projects/build/projects with the two files in it should be a work-around.

about R_UseActorSkin, maybe a missing file.

Offline mor2

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Re: Will 2.3.1 fix reaction fire?
« Reply #22 on: October 13, 2010, 08:28:33 pm »
off topic, request if there will be a 2.3.1 can there be a deferential patch, DL another 0.5GB on this crappy WIFI here its a nightmare.
dont mind me i am just browsing the forum.

Offline Waldschrat

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Re: Will 2.3.1 fix reaction fire?
« Reply #23 on: October 13, 2010, 08:47:39 pm »
About the crash: That one vanished. I think I've just been too impatient. Looks like the loading screen is broken, but the game loads fine. I see the terminal when I start, then I get the loading screen with the progress bar still empty. Then the window just turns white and nothing seems to happen for a while. And then the main menu pops up.

Offline Waldschrat

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Re: Will 2.3.1 fix reaction fire?
« Reply #24 on: October 13, 2010, 09:01:32 pm »
Btw, how do you like your patches? git-format-patch output (mbox) or git-diff -p output (textfile)?

Offline DarkRain

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Re: Will 2.3.1 fix reaction fire?
« Reply #25 on: October 13, 2010, 09:29:10 pm »
I think Mattn preferes format-patch

Offline Waldschrat

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Re: Will 2.3.1 fix reaction fire?
« Reply #26 on: October 13, 2010, 09:52:52 pm »
Well, here we go, two commits.
The first one fixes the build (at least the missing files problem, ufo_model still got undefined references).
The second one makes reaction fire ignore reserved TUs.

It's not tested, because starting a skirmish game gets stuck at the end of the load with "Awaiting game start (0)".

Offline Mattn

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Re: Will 2.3.1 fix reaction fire?
« Reply #27 on: October 14, 2010, 07:47:55 am »
thanks a lot - it would be better to post patches on the patch tracker - this time i've seen them - but they might get lost on the forum.

Offline Mattn

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Re: Will 2.3.1 fix reaction fire?
« Reply #28 on: October 14, 2010, 07:49:29 am »
i can't accept your first patch - at it break compilation via normal make

Offline Waldschrat

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Re: Will 2.3.1 fix reaction fire?
« Reply #29 on: October 14, 2010, 08:52:46 am »
I don't know enough about the build system to properly fix it, I just did the obvious thing such that it again worked for me. If make and c::b handle things differently, it must probably be fixed somewhere else.

I didn't know about the patch tracker, I just asked in the thread where to put the patches and was told to attach them. However I just had a look at the tracker and saw that there is another patch (3082295) that also fixes the reaction fire. I'm not sure which one is the better solution, I think this one work better on 2.3 and mine on master, but anyway: Do not apply both or we'll end up with negative TUs, I think.