Search found 132 matches

by szo
Wed Aug 17, 2016 2:25 am
Forum: General Discussion
Topic: uHexen2 (Hammer of Thyrion) v1.5.8
Replies: 0
Views: 26118

uHexen2 (Hammer of Thyrion) v1.5.8

Version 1.5.8 of Hammer of Thyrion (uHexen2) is released: Downloads Downloads Project page Short ChangeLog: * Software renderer: Fixed a reported crash if the engine is compiled with certain Visual Studio versions (bug #62.) * Software renderer: Fixed sky scaling issues, thanks to Szilard Biro. (fix...
by szo
Mon Jan 25, 2016 12:41 am
Forum: General Discussion
Topic: uHexen2 (Hammer of Thyrion) v1.5.7
Replies: 1
Views: 3233

uHexen2 (Hammer of Thyrion) v1.5.7

Version 1.5.7 of Hammer of Thyrion (uHexen2) is released: Downloads Downloads Project page Short ChangeLog: * All platforms, gameplay, mission pack: fixed an hcode bug which would make the spiders seemingly invincible for a difficulty-depending time. * All platforms, gameplay: Crusader partial heal ...
by szo
Mon Oct 20, 2014 4:47 pm
Forum: General Discussion
Topic: Quakespasm 0.90.0 released
Replies: 0
Views: 22286

Quakespasm 0.90.0 released

by szo
Sun Sep 14, 2014 3:50 pm
Forum: Engine Programming
Topic: 2 Obscure WinQuake fixes
Replies: 21
Views: 5143

Re: 2 Obscure WinQuake fixes

IIRC there's a bug in the sprite loading code. A bad data offset somewhere in it. I remember fixing it when implementing the padding for the ordered dithering filter on sprites, although it didn't seem to cause any problem. Leileilol also had pointed out that sprites may crash the engine when rende...
by szo
Fri Sep 12, 2014 7:49 am
Forum: Engine Programming
Topic: 2 Obscure WinQuake fixes
Replies: 21
Views: 5143

Re: 2 Obscure WinQuake fixes

Where does the crash happen, what backtrace does gdb give?

Is the only way to reproduce the crash is letting the demo loop to run a long long time?

(I'dl like to know whether hexen2 has the issue, and if it does I'd like to fix it there.)
by szo
Wed Aug 20, 2014 8:36 am
Forum: Engine Programming
Topic: Automatically Determining Gamedir Start Map
Replies: 6
Views: 2111

Re: Automatically Determining Gamedir Start Map

[...] Failing that, use any map that has the name "start" in it (strstr (mapname, "start")) This is stupid/wishful thinking/whatever else you prefer (no offense) Failing that, use any map that has the same name as the gamedir (gamedir lunsp1, use map lunsp1) This is stupid too (...
by szo
Mon Aug 04, 2014 8:11 pm
Forum: Engine Programming
Topic: noclip_anglehack
Replies: 1
Views: 1365

Re: noclip_anglehack

OK, my fault, ignore this.. client_state_t does't have an entvars_t v; member in quake, it does in hexen2..
by szo
Mon Aug 04, 2014 8:00 pm
Forum: Engine Programming
Topic: noclip_anglehack
Replies: 1
Views: 1365

noclip_anglehack

Can anyone please explain why the noclip_anglehack global is necessary?
Can it not be replaced by (cl.v.movetype==MOVETYPE_NOCLIP) checks?
by szo
Wed Jul 30, 2014 9:41 am
Forum: Programming Tutorials
Topic: Mod_ClearAll -- doesn't always cut it
Replies: 10
Views: 6752

Re: Mod_ClearAll -- doesn't always cut it

Applied my patch to quakespasm repo at r942:
http://sourceforge.net/p/quakespasm/code/942/

Fixes the issue in quakespasm. Eric's build bot at
http://quakespasm.ericwa.com/job/quakespasm/ should
generate a new build soon.
by szo
Tue Jul 29, 2014 7:25 pm
Forum: Programming Tutorials
Topic: Mod_ClearAll -- doesn't always cut it
Replies: 10
Views: 6752

Re: Mod_ClearAll -- doesn't always cut it

@Spike:
Well, of course there is execve() and its frontends like execv(), but I really don't see the point.
Can you document what the other edge cases are?

@root:
Of course the old one would not exit if you spawn the new one with system()
by szo
Tue Jul 29, 2014 5:09 pm
Forum: Programming Tutorials
Topic: Mod_ClearAll -- doesn't always cut it
Replies: 10
Views: 6752

Re: Mod_ClearAll -- doesn't always cut it

szo wrote:... and call the new Mod_ResetAll() just before that CacheFlush() ?
I meant just _after_ CacheFlush(), sigh...
by szo
Tue Jul 29, 2014 5:01 pm
Forum: Programming Tutorials
Topic: Mod_ClearAll -- doesn't always cut it
Replies: 10
Views: 6752

Re: Mod_ClearAll -- doesn't always cut it

Isn't the following simpler and more effective: void Mod_ResetAll (void) { int i; qmodel_t *mod; for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++) { if (!mod->needload) //otherwise Mod_ClearAll() did it already TexMgr_FreeTexturesForOwner (mod); memset(mod, 0, sizeof(qmodel_t)); } mod_numknown...