mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
df2257814f
Added support to target_change for changing usermodel, skinnum, solidstate, effects, renderfx, startframe, and framenumbers of model_spawn and model train for both default Lazarus and missionpack DLLs. Added movewith support to func_water and func_bobbingwater for both default Lazarus and missionpack DLLs. Added "skinnum" field to edict_t instead of directly reading the key into s.skinnum for default Lazarus DLL. Disabled unused run+fire animation for Freddie in missionpack DLL.
63 lines
3 KiB
Text
63 lines
3 KiB
Text
vertex lights become dark after map transition (vid_restart fixes)
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- FIXED, caused by allocating 0x800000 max size for md2 models
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crash on darksun1.bsp when vertexlight/vertexlightbase fields not properly allocated (Hunk_Alloc problem?)
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- FIXED, caused by allocating same size for each poly in a surface
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crashes when loading a game that has a target_text box open
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- FIXED by clearing textdisplay pointer in each client struct during load process
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skin name the same as player model name duplicated in skin display list
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- FIXED with better filename checking
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2D disappearing when in 3rd person mode w/ projection shadows
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- FIXED by clearing z coordinate in vertex array
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drops to console (SV_DemoCompleted, SV_Nextserver called twice) when changing from demo to normal map in a nextserver sequence (Belly of the Beast, SOG)
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- FIXED by clearing sv.demofile file handle in SV_DemoCompleted
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models with bad skinnums rendered as invisible (0 alpha?)
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- FIXED by checking skinnum before assgning renderparms
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alpha test textures not displaying properly on ATI cards (lightmap blended into alpha channel?)
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- FIXED by setting alpha in lightmap to 255
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memory leak on vid_restart / map change
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- FIXED by freeing JPG file buffer
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no audio in Q2 intermission cinematics
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- FIXED by better order-of-operations handling in snd_dma.c->S_RawSamples
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plats with spawnflag PLAT_LOW_TRIGGER breaking with high lip value set
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- FIXED by setting tmin[2] differently for this spawnflag
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door and plat looped sounds can get stuck on when blocked by a monster
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- FIXED by clearing looped sound for all cases in door_hit_top()/door_hit_bottom() and plat_hit_top()/plat_hit_bottom()
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fatal error when loading too many md2 models (VirtualAlloc reserve failure)
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- FIXED by implementing new ModChunk_ memory allocation system for models
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game menu text doesn't show when connected to RA2 server
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- FIXED by allowing CS_STATUSBAR to overflow thru CS_AIRACCEL-1
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Crucified insane in jail4 moving downward when player is shot by blaster guard.
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Causes startsolid error for key_security_pass spawned by target_spawner in air above floor.
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This is due to insane's earlier death by crusher, spawning key_security_pass when crusher overlaps its bbox.
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- FIXED by using moreflags edict_t field for internal crucified checks
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Thirdperson player shadow not drawn correctly at times (start of hangar1)
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Acebot dead bodies have interpolation glitch on respawn
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- FIXED by setting oldorigin in ACESP_PutClientInServer()
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invalid player models causing crashes?
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- likely caused by corrupt or missing player models
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Filelists not downloading all pak files (brazen)
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- FIXED by preventing HTTP download of the first pak in a filelist from aborting other paks
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Maps.lst on disk override same filename inside pak?
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- FIXED by adding check against tryExtFirst files in FS_FileInPakBlacklist(), then testing for local file on disk
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Text color codes not handled properly by Con_Print()?
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- FIXED by adding formatting tracking for console line feed
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