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Re: [Help-liquidwar6] Release 0.0.6beta

From: Kasper Hviid
Subject: Re: [Help-liquidwar6] Release 0.0.6beta
Date: Mon, 12 Jan 2009 18:00:44 +0100

2009/1/12 Christian Mauduit <address@hidden>:
> Can I assume the .exe installer works and the game runs at acceptable
> speed on MS-Windows? This is not obvious for me for I'm compiling the game
> on a low-end computer which does not have any hardware accelerator, so I
> get about 0.1 frames/sec ;) I'm still not 100% sure the OpenGL bindings
> are OK.

Yes, the installer worked perfectly, and I'm running 62 fps.

>> Aside from creating bridges and tunnels levels, I think I'll look at
>> the rules.xml of my existing maps, to make them a bit more individual.
> Note the three files now -> rules.xml, hints.xml and style.xml. For
> instance in the 0.0.6beta release I assigned (in hints.xml) a minimum
> surface to fishy, for when it was too small, fighters would cross the
> limit between the upper/lower part because this limit was getting so thin
> it had holes in it.

Thanks for the fix. I mostly just design my map.png to survive a
downsize to 508x356.

>> Mention the min/max value of stuff like 'nb-move-tries' in the
>> documentation.
> You're right. However this has to be coupled to the actual source code, I
> need to find a way to do this the right way (that is, without copy/pasting
> the values). Just to say I'm aware it's important, but it can't be done
> instantaneously. Meanwhile, FYI, the min/max values are all in the
> "src/lib/map/map.h" file. You can see it in the source or online (*) on:

thanks - that map.h seems to have pretty much everything. If "the
right way" is to much of a bother, the manual could just tell the map
designers to check out map.h.

> (*) this is not directly related to your post, but
> shows the "code coverage" obtained when running "liquidwar6 --test".
> It gives an idea of the stuff covered by the automatic test suite. The
> situation isn't that bad ;)

Yes, it looks nice!

- Kasper

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