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Length: 1709 (0x6ad) Types: TextFile Names: »ogre.bug3«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Ogre/bugfixes/ogre.bug3«
From mcvax!seismo!harvard!wjh12!genrad!decvax!yale!sharp Mon Nov 19 06:30:23 1984 Relay-Version: version B 2.10.1 6/24/83 (MC830919); site turing.UUCP Posting-Version: version B 2.10.2 9/5/84; site yale.ARPA Path: turing!mcvax!seismo!harvard!wjh12!genrad!decvax!yale!sharp From: sharp@yale.ARPA (Oliver J. Sharp) Newsgroups: net.sources Subject: Ogre bug Message-ID: <6338@yale.ARPA> Date: Mon, 19-Nov-84 06:30:23 GMT Article-I.D.: yale.6338 Posted: Mon Nov 19 06:30:23 1984 Date-Received: Wed, 21-Nov-84 03:55:26 GMT Distribution: net Organization: Yale University CS Dept., New Haven CT Lines: 24 I have enjoyed this game a great deal. In fact, I ported it to a PC running Lattice with no problems. If anyone is interested, I can tell them what this involves (basically replacing the termcap calls and implementing a sort which Lattice left out :-( ). There is, however, one bug that I have found. If you like to use the "human wave" approach, you put a lot of 1-strength infantry on the screen. Against a Mark V ogre, this generates a segmentation fault. The fix is to increase the symbolic constant N_UNITS in the header file ogre.h. 60 is plenty - it is now set to 30. The documentation, incidentally, doesn't mention that you can place infantry with <3 strength. What you do is hit the number you want, 1,2, or 3. Hitting a 3 is the same as a 'I'. If I just missed this in the docs, I apologize to Michael. By the way, is anyone else interested in the algorithms used for the ogre's strategy? I was thinking of messing around with them a little. Send mail (DON'T POST, please) if you'd like to discuss this. Compliments to Michael Caplinger ... Oliver Sharp ...!yale!sharp