Posted: Sat Mar 09, 2013 1:22 am
Silly compiler bugs... The mono 2.10.11 compiler accepted that dodgy code without complaint. Fixed.
OpenRA is a GPLv3 real time strategy game engine which recreates the look and feel of the original C&C games.
https://forum.openra.net/
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paul@Odin:~$ mono --version
Mono JIT compiler version 2.10.11 (mono-2-10/2baeee2 Wed Jan 16 16:40:16 EST 2013)
Copyright (C) 2002-2012 Novell, Inc, Xamarin, Inc and Contributors. www.mono-project.com
TLS: normal
SIGSEGV: normal
Notification: kqueue
Architecture: x86
Disabled: none
Misc: softdebug
LLVM: yes(2.9svn-mono)
GC: Included Boehm (with typed GC)
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OpenRA.Editor/RenderUtils.cs(48,29): error CS0117: `OpenRA.Traits.RenderSimple' does not contain a definition for `GetImage'
/home/matthias/Projekte/OpenRA/OpenRA.Game.exe (Location of the symbol related to previous error)
OpenRA.Editor/RenderUtils.cs(50,43): error CS0165: Use of unassigned local variable `image'
Compilation failed: 2 error(s), 0 warnings
make: *** [OpenRA.Editor.exe] Fehler 1
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Exception of type `System.ArgumentException`: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,OpenRA.Mods.RA.Render.MuzzleFlash].Add (System.String key, OpenRA.Mods.RA.Render.MuzzleFlash value) [0x00163] in /home/abuild/rpmbuild/BUILD/mono-3.0.7/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:450
at OpenRA.Mods.RA.Render.WithMuzzleFlash..ctor (OpenRA.Actor self) [0x0014f] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Render/WithMuzzleFlash.cs:63
at OpenRA.Mods.RA.Render.WithMuzzleFlashInfo.Create (OpenRA.ActorInitializer init) [0x00001] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Render/WithMuzzleFlash.cs:30
at OpenRA.Actor..ctor (OpenRA.World world, System.String name, OpenRA.FileFormats.TypeDictionary initDict) [0x000bf] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Actor.cs:94
at OpenRA.World.CreateActor (Boolean addToWorld, System.String name, OpenRA.FileFormats.TypeDictionary initDict) [0x00001] in /home/matthias/Projekte/OpenRA/OpenRA.Game/World.cs:151
at OpenRA.Mods.RA.Production.DoProduction (OpenRA.Actor self, OpenRA.ActorInfo producee, OpenRA.Mods.RA.ExitInfo exitinfo) [0x00014] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Production.cs:54
at OpenRA.Mods.RA.Production.Produce (OpenRA.Actor self, OpenRA.ActorInfo producee) [0x0006f] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Production.cs:123
at OpenRA.Mods.RA.ProductionQueue.BuildUnit (System.String name) [0x0004e] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Player/ProductionQueue.cs:332
at OpenRA.Mods.RA.ProductionQueue+<ResolveOrder>c__AnonStorey1B7.<>m__57B (OpenRA.World _) [0x00085] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Player/ProductionQueue.cs:250
at OpenRA.World.Tick () [0x00172] in /home/matthias/Projekte/OpenRA/OpenRA.Game/World.cs:206
at OpenRA.Game.Tick (OpenRA.Network.OrderManager orderManager) [0x0016e] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs:192
at OpenRA.Game.Tick (OpenRA.Network.OrderManager orderManager, OpenRA.Graphics.Viewport viewPort) [0x00033] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs:139
at OpenRA.Game.Run () [0x00028] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs:481
at OpenRA.Program.Run (System.String[] args) [0x00011] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Support/Program.cs:91
at OpenRA.Program.Main (System.String[] args) [0x00032] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Support/Program.cs:36
Are you sure? AFAIK there are inf. units that have those shadows attached to their image frames, not to the shadow frames...raminator wrote: ↑shadows are missing on the buildings but are there on infantry and voxels