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Ykkrosh

WFG Retired
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Posts posted by Ykkrosh

  1. If you haven't done so, you really ought to run it in a debugger to see which specific parts are broken. But otherwise:

    When you say "char** wsearch", that doesn't actually allocate any memory, so there's no space to store any data in. The easiest solution is probably to use "char wsearch[MAX_SIZE][MAX_SIZE];" (and then "#define MAX_SIZE 128", or something large enough that your data will always fit inside it).

    Also, your scanf line is wrong - it should use "%c" if it's reading a single character, and you have to be careful what you're passing as the third argument. (Consider address vs value).

    Incidentally, main.c isn't valid (and fails to compile) in most versions of C - you're only allowed to declare variables at the beginning of a block, so "FILE *wordsearch;" has to be moved up a bit. (Apparently C99 supports that, and GCC happens to 'extend' C89 to support it too (unless you run with -pedantic), but you should care about portability). And that function-definition style is horribly old-fashioned :)

  2. That's because you have a variable called "mx" in each of the two separate .c files. When you link the two together, it doesn't know which one you want to use.

    If both the .c files should share the same mx, put "extern int mx" in the .h file, and then put "int mx = 0" into one of the .c files.

    If both should have completely independent copies of mx, put "static int mx" in the .h, which prevents each from seeing the other's mx.

  3. The gesture drawing? (like in this). After working out that I was meant to hold the mouse button down while drawing, I don't think I had any problems; some of the gestures need a bit of care, particularly making sure they start and stop at the right place, but they ought to be fairly easy after a bit of practice. (It would be much easier if there were just buttons to click on, but the game is meant to require some skill :))

  4. I've been playing Darwinia over the past few days, and thought it deserved some promotion.

    The game is set in a retro-styled virtual world, inhabited by sentient Darwinians, but overrun by a viral infection. The basic goal is to destroy the viruses by controlling Squads, who can be moved around the map and ordered to attack, in a style that's vaguely a combination of action and strategy genres but ends up being something unique.

    When a virus dies, its soul remains; the souls can be collected by Engineers, allowing new Darwinians to be born. The Darwinians also have souls, which are left behind when they die - if you leave one for too long, the soul floats up to the sky, and the other Darwinians release small kites to guide their fallen friends to heaven. That also results in a rather nice glow, when the souls return to the ground to be born again.

    There's a demo available (around 10 megabytes), and the game can be bought online or from UK shops (where it's in a rather bright green box). It's quite a unique game, and definitely worth trying out :)

  5. TLA is intending to run on the same engine as 0 A.D., which has cross-platformness as a fairly high priority. The engine currently works only on Windows and Linux, which I believe is just because none of the programmers have the necessary combination of hardware and time to make it run elsewhere. It wouldn't be infeasible (or even unreasonably difficult) to port it to OS X, and I'd be very happy if we did, but it's not easy when we don't actually have any willing programmers with a Mac to run it on. (And I'd rather not spend hours compiling things very very slowly inside PearPC :))

  6. They can render alternate frames (so one card renders frames 1, 3, 5, 7, ... while the other card renders frames 2, 4, 6, 8, ..., and the image sent to the monitor changes at twice the framerate of the individual cards), or they can split each frame so that one card renders the top half of an image while the other renders the bottom half (with some load-balancing to make sure they have equal amounts of work to do). The result is that it goes nearly twice as fast as a single card (at least when a game is fill-rate limited), although it also costs twice as much B)

  7. Open a word doc up in vim/emacs/pico/nano/notepad/yourfavoritetexteditorhere.
    and see lots of plain ASCII text fragments. You can't read the whole document, but that's just the way Word handles documents internally - it's unpleasantly inefficient for an editor to treat the whole document as a single long string (e.g. when typing a new sentence into the middle of a hundred pages of text - you can't just use a std::string...), so it stores chunks of text that are somehow linked together (as far as I'm aware - I may not be entirely correct). I would guess it uses a very similar representation on disk to in memory, since converting to any other format (particularly something as nasty as XML) is slow; and so .doc files get filled with seemingly-random chunks of text that are rather difficult to read for anything other than Word. But standard Word documents are not actually encrypted; they're just complex.
  8. Rather than starting something from scratch, how about finding an existing open source project that needs help? It sounds like it might be a good way to get experience working on large projects, without having to do all the work yourself :wine:

  9. OS X is only $129.99 from Apple, or maybe a little cheaper from alternate sources :P

    PearPC is actually just about usable despite its slowness (at least when it's running on a 3GHz P4) - heavy graphical effects like Exposé go at roughly a frame per second, and the mouse motion is always a little jerky, and programs take quite a while to load, but the interface is otherwise fairly responsive. And it gives a good enough impression of OS X that I'd be very happy to port 0 A.D. to it if somebody would donate a Mac to me :)

  10. Says this:

    What is the difference between the normal "1" and the "1_NONUS" CDs?

    There are two variants of the binary-1 CD, one with and one without software of the "non-US" category. The non-US software cannot be legally stored on servers that are located in the USA - formerly, the reason for this used to be that it contained strong cryptographic code, today it is that the programs use algorithms covered by US patents.

    Everyone should fetch the non-US variant for private use; the "non-non-US" variant is useful only for US-based mirrors and vendors. The other binary CDs do not contain any "US-sensitive" software; they work perfectly well with either variant of the binary-1 CD.

  11. It doesn't let you actually edit fonts - you need to have the font in a TTF file (or other similar formats) first, then choose some settings (size, boldness, italicness, spacing, characters to include, etc), then it builds a bitmap image. You can open that in a paint program, though there's not a lot you can do to the image - the characters are all shuffled around and packed tightly, so you can't easily decide to e.g. draw a cross inside the 'o'. If you want to actually edit the font, it's far better to get a TTF editor. (I don't know of any, though).

    So... No, it doesn't have any paint features, but you can open the converted image in a paint program, but I can't think of any situations where one would want to do that :)

  12. I believe all the tools used to make the game will be released when the game is, so that modders can do almost anything that we can. There haven't been plans to release anything before then; but if people would find the tools useful now, it seems reasonable to me to make them available.

    The Font Builder doesn't really do anything hugely special - it just generates bitmaps like this (with 605 glyphs) from TTF fonts - but it can handle Unicode characters (which is the main reason we didn't use somebody else's, since they all seemed to be limited to ASCII), and packs the glyphs reasonably efficiently (which is necessary when storing six hundred of them per font). If anyone else has similar needs, and can't find any other programs that would work, I'd be happy to tidy up the code a little and release it. That requires non-zero effort, but I think it would be worthwhile if somebody would actually make use of it.

  13. Are you looking at ~x86 masked packages? There's a windowmaker-0.91.0-r2, which is newer than the one the screenshot shows, so it appears that you were using the stable branch. (There were also four earlier versions since 0.80.2-r2 that were masked, as shown by "etcat -v windowmaker".)

    I've had occasional problems with the ebuilds in ~x86 being unstable (by definition), and nearly destroyed my system after installing GCC 3.4, but haven't had problems finding the latest versions to install.

  14. /mnt/floppy/ is a lot easier to understand.
    It doesn't seem any easier to me, and it's quite a bit slower to type (even as /m<tab>f<tab>) ;)
    And doesn't the CD-ROM drive letter change with the number of partitions you have?
    I don't think that has happened on anything more recent than Win98 (though Win98 also messes up drive letters when you added a new hard disk, since it insists on putting the second disk's first partition on D). I currently have one disk on drives C to H, virtual CD on I, DVD on J, and a second disk on K and N-P, with network drives on L and M (when I'm connected to my network at home). And sometimes a zip drive on Z. And I find it far easier to organise files on this computer than on my 2x2GB (disk, not RAM) Linux machine...
  15. I found this a while ago, and thought it might be of interest to some people here (assuming they don't already know all about it ;)):

    The Tolkien Ensemble is a Danish group aiming to make "the world's first complete musical interpretation of the poems and songs from The Lord of the Rings by J.R.R. Tolkien" (from a quote of a quote of their now-dead website). They appear to have released three CDs, An Evening in Rivendell, A Night in Rivendell and At Dawn in Rivendell, containing the aforementioned musical interpretations of Tolkien's poems and songs, from the Verse of the Rings and A Drinking Song to the Song of Beren and Luthien and Galadriel's Song of Eldamar (in Westron(?) and Quenya).

    The links to Amazon (plus this) have samples of each track, but they're really horrid quality, so I've uploaded a few short excerpts (about 1MB each) - Sam's Rhyme of the Troll, Galadriel's Song of Eldamar, and Song of the Mounds of Mundburg, as lowish quality MP3s, hopefully abridged enough to count as fair use...

    Has anyone heard of these before? And could you use them for title music in TLA? ;)

  16. 80.4.224.5: sotn-cache-2.server.ntli.net

    80.4.224.6: sotn-cache-3.server.ntli.net

    so you're just connecting to those two sites through a different proxy server. I imagine you would sometimes get 80.4.224.4 (cache-1) and 80.4.224.7 (cache-4) as well.

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