Report bugs, errors and balance issues you may encounter ingame here.
Moderator: Developers
bgbirdsey
{]-[0{0|307 (Developer)
Posts: 1864 Joined: Wed Jul 23, 2008 4:22 am
Location: Minnesota, USA
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by bgbirdsey » Sat May 16, 2009 1:05 am
I just wish there was some way to debug which dlls were not being unloaded.
Zefz
Squirrel Knight (Administrator)
Posts: 3820 Joined: Wed Jul 23, 2008 1:27 am
Location: Norway
Contact:
Post
by Zefz » Sat May 16, 2009 9:02 am
Debug mode in Visual Studio?
Cimeries
Lumberjack (Developer)
Posts: 7720 Joined: Wed Jul 23, 2008 6:56 am
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by Cimeries » Sat May 16, 2009 9:30 am
You can see invisible things moving around on the minimap of the world map. I assume those are the things responsible for random encounters.
Zefz
Squirrel Knight (Administrator)
Posts: 3820 Joined: Wed Jul 23, 2008 1:27 am
Location: Norway
Contact:
Post
by Zefz » Sat May 16, 2009 9:55 am
Yeah I noticed something like that too, in the adventurer starter. Why is the Gelfeet and the platform I think it is shown as blips on the mini map?
bgbirdsey
{]-[0{0|307 (Developer)
Posts: 1864 Joined: Wed Jul 23, 2008 4:22 am
Location: Minnesota, USA
Post
by bgbirdsey » Sat May 16, 2009 10:09 am
That is something to do with the scripts, since they have to be put in the list for the to have blips on the map AFAIK. It seems to only happen with the adventurer, though...
Jonathan
Sheep (Developer)
Posts: 27 Joined: Tue Oct 21, 2008 10:51 pm
Location: Murrieta, CA
Contact:
Post
by Jonathan » Mon May 18, 2009 6:00 pm
PurpleSquerkle wrote: I haven't heard about this in ages (probably not since Zippy); I probably missed something: How does this work now? What is the vertex limit? Is there one? Why was it ever alterable in the first place? Etc.
The vertex limit tells Egoboo how much memory to set aside for loading module meshes. It's a limit on how big the levels can be.
Zefz
Squirrel Knight (Administrator)
Posts: 3820 Joined: Wed Jul 23, 2008 1:27 am
Location: Norway
Contact:
Post
by Zefz » Mon May 18, 2009 6:02 pm
I removed that option in setup.txt and defaulted the value to 100*1024 which seems always to be enough. The game will spit out a proper warning if something goes wrong because of this.
penguinflyer5234
Sheep (Developer)
Posts: 3025 Joined: Wed Jul 23, 2008 1:39 am
Location: Best Southwest
Post
by penguinflyer5234 » Tue May 19, 2009 10:30 pm
In rev 547, the menus still grab the cursor and do not hide the mouse. In-game it works fine.
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Poop Loops
Tranch (Novice)
Posts: 116 Joined: Sat Apr 18, 2009 9:08 pm
Location: Washington State
Post
by Poop Loops » Tue May 19, 2009 11:46 pm
Latest SVN's (548) Makefile.unix is missing script_functions.c under EGO_SRC:
penguinflyer5234
Sheep (Developer)
Posts: 3025 Joined: Wed Jul 23, 2008 1:39 am
Location: Best Southwest
Post
by penguinflyer5234 » Wed May 20, 2009 12:17 am
Ooh, oops.
Forgot to upload it.
Edit: Uploaded, rev 549
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