Back to the Vavoom Forum Archives


Forum

[1.26] (linux-ati-drivers) Hexen: unhitable monster created

Thu, 27 Mar 2008 11:08:28

mnk

I found this port recently. Before I was using Doomsday. In most cases it seems to work fine. Only annoyance is that cross crosshair doesn't show up on the hud (other two do, but are a bit small). However I ran into a strange problem in Hexen. While playing warrior, I managed to complete first level without a problem, but when I warped to the next one, one of the first wave of the monsters was unhittable - meaning while I could hit and kill the others, this one simply couldn't be hit. I managed to kill it once (don't know how) but the game crashed. Of-by-one somewhere ? Using OpenGL, OpenAL and SDL, no Allegro.
Thu, 27 Mar 2008 15:05:39

Crimson Wizard

[quote="mnk":2mynwp2z]Only annoyance is that cross crosshair doesn't show up on the hud By the way, I had this issue always, haven't paid much attention to it though, but it seems that crosshair is almost transparent.
Thu, 27 Mar 2008 17:09:39

Janis Legzdinsh

Same problem as ghost imps.
Thu, 27 Mar 2008 20:07:52

mnk

Can somebody give me numbers for revision diffs (or filenames I should look at), cause I'm bit wary of using svn , as I'm not sure just how stable is it for this project ? For some projects it tends to be even unbuildable. After loooking at svn: OK, I think I found it. Was it adding `DamageType != 'Melee` contition in progs/common/linespec/EntityEx.vc ? In that case, can something be done about the crosshair ? And one more thing: demos from doom2 don't start for me.
Sat, 29 Mar 2008 20:33:30

Janis Legzdinsh

In that case, can something be done about the crosshair ?
Works fine for me
And one more thing: demos from doom2 don't start for me.
And never will.
Fri, 04 Apr 2008 23:13:50

mnk

[quote="Janis Legzdinsh":ilh49jic]
In that case, can something be done about the crosshair ?
Works fine for me Ha, in 1.27 it still doesn't work or more precisely it doesn't work when run with -opengl (using SDL OpenGL rasteriser), it does work with software rasteriser. And I noticed something strange in the terminal output: AL_VENDOR: OpenAL Community AL_RENDERER: Software AL_VERSION: 1.1 AL_EXTENSIONS: - a\
Sat, 05 Apr 2008 09:35:30

Janis Legzdinsh

Is this (probably encoding) a problem with my library or with Vavoom ?
Very strange.
I had to google for a way to install to a different prefix, -DCMAKE_INSTALL_PREFIX=<dir> is not so obvious.
Build instructions in vavoom.txt aren't clear enough?
And one more thing. I'm not sure what compiler are you using, but gcc (since 4.2.0, I think) produces some warnings of `deprecated conversion from string constant to
Sat, 05 Apr 2008 12:57:31

mnk

I had to google for a way to install to a different prefix, -DCMAKE_INSTALL_PREFIX=<dir> is not so obvious.
Build instructions in vavoom.txt aren't clear enough?
OK, point for you, I failed to read it.
And one more thing. I'm not sure what compiler are you using, but gcc (since 4.2.0, I think) produces some warnings of `deprecated conversion from string constant to
Sat, 05 Apr 2008 19:03:55

Janis Legzdinsh

Any way around it? I can understand this kind of behavior for savestates in emulators (but not memory cards), but not for ordinary games.
Currently savegame structure depends directly on internal object structure. If it changes, it breaks savegames.
On an unrelated note, do you have any idea why bbcode in my posts doesn't seem to work ?
Because your posts have checked option to disable BBCode.
Sat, 05 Apr 2008 22:44:17

mnk

On an unrelated note, do you have any idea why bbcode in my posts doesn't seem to work ?
Because your posts have checked option to disable BBCode.
Well, in my user panel I have `Enable BBCode by default` set to yes and I'm simply hitting `post reply`. I see only two options below editing window: `Do not automatically parse URLs` and `Notify me when a reply is posted` I checked the compiler warnings, btw. While there are quite a few of `deprecated conversion` ones, there were two major groups that I'm not sure whether are intended or not. The first is `unused variable
Sun, 06 Apr 2008 10:32:20

Janis Legzdinsh

OK, I explicitly assigned permissions for you, check it out.
Sun, 06 Apr 2008 12:00:37

mnk

Thanks, it works now. Could you also unlock making attachments for this thread, cause though I do have that tab for new topics, I don't have it here and I made a few screenshots demonstrating lack of cross crosshair with SDL/OpenGL. Unless I should simply open a new topic for this. I wonder why it's only the cross that fails, while others work. Where does this crosshair come from anyway ? I tried to find in the sources the file with crosshairs, but simply couldn't. I'm asking about the image data, not function displaying it.
Sun, 06 Apr 2008 18:50:21

Janis Legzdinsh

You should start a new thread.
Mon, 07 Apr 2008 09:47:01

mnk

OK, new thread with screenshots created. I also checked OpenAL. A simple test program prints following for alGetString(AL_EXTENSIONS): ALC_EXT_capture AL_EXT_capture AL_EXT_vorbis AL_EXT_MP3 AL_LOKI_quadriphonic AL_LOKI_play_position AL_LOKI_WAVE_format AL_LOKI_IMA_ADPCM_format AL_LOKI_buffer_data_callback ALC_LOKI_audio_channel I think this means that my lib is fine, so it look like either TArray<VStr> Exts doesn't get initialized properly, or VStr.Split() messes it up.
Thu, 10 Apr 2008 09:31:10

mnk

Well, that OpenAL stuff may have been a library bug after all. The previous result was with 0.0.8 (Sample implementation). When I switched to openal-soft 1.3.253, now it prints: Opened OpenAL device ALSA Software on default AL_VENDOR: OpenAL Community AL_RENDERER: OpenAL Soft AL_VERSION: 1.1 AL_EXTENSIONS: - AL_EXT_EXPONENT_DISTANCE - AL_EXT_FLOAT32 - AL_EXT_IMA4 - AL_EXT_LINEAR_DISTANCE - AL_EXT_MCFORMATS - AL_EXT_OFFSET - AL_LOKI_quadriphonic However, when I exit vavoom, a new warning appears: AL lib: alBuffer.c:1097: exit() 41 Buffer(s) NOT deleted (the number of buffers varies)

Back to the Vavoom Forum Archives