diff --git a/docs/rh-log.txt b/docs/rh-log.txt index d2d01e37eb..78dccf486d 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,5 @@ December 25, 2007 +- Fixed: The fullscreen console crashed when opened before starting a game. - Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. diff --git a/src/g_level.cpp b/src/g_level.cpp index df3fc0b7a9..70762ebe49 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -2257,7 +2257,7 @@ void G_InitLevelLocals () BaseBlendA = 0.0f; // Remove underwater blend effect, if any NormalLight.Maps = realcolormaps; - // [BB] Instead of just setting the color, we also have reset Desaturate and build the lights. + // [BB] Instead of just setting the color, we also have to reset Desaturate and build the lights. NormalLight.ChangeColor (PalEntry (255, 255, 255), 0); level.gravity = sv_gravity * 35/TICRATE; @@ -2690,7 +2690,7 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad) FRemapTable *trans; if (arc.IsStoring ()) { - for (i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i) + for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i) { trans = translationtables[TRANSLATION_LevelScripted][i]; int j; diff --git a/src/r_data.cpp b/src/r_data.cpp index 2e2ac2a244..09bc7f8435 100644 --- a/src/r_data.cpp +++ b/src/r_data.cpp @@ -677,6 +677,7 @@ void R_InitColormaps () } } } + NormalLight.Maps = realcolormaps; } void R_DeinitColormaps () diff --git a/src/v_palette.cpp b/src/v_palette.cpp index 35f674a34c..02614063bb 100644 --- a/src/v_palette.cpp +++ b/src/v_palette.cpp @@ -379,12 +379,9 @@ void InitPalette () } } -// NormalLight.Maps will be set to realcolormaps no later than G_InitLevelLocals() -// (which occurs before it is ever needed) -// NormalLight.Maps = (BYTE *)Z_Malloc (NUMCOLORMAPS*256+255, PU_STATIC, 0); -// NormalLight.Maps = (BYTE *)(((ptrdiff_t)NormalLight.Maps + 255) & ~0xff); NormalLight.Color = PalEntry (255, 255, 255); NormalLight.Fade = 0; + // NormalLight.Maps is set by R_InitColormaps() // build special maps (e.g. invulnerability) int intensity;