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Zefz
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Post by Zefz »

Enchants:
The enchants become inactive but are skipped when going through clean_up_enchants(). Try using a Fairy Light spell and die or Morph and run out of mana (Elf Starter).

I checked and afaik the Jiive elf is named properly.

And I haven't touched the healing cloud for a long while.
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Post by bgbirdsey »

Enchants:
The enchants become inactive but are skipped when going through clean_up_enchants(). Try using a Fairy Light spell and die or Morph and run out of mana (Elf Starter).
I think I may have found the problem. I added a section to cleanup_all_enchants() that checks for invalid targets and owners, which probably explains the Fairy Light spell. It seems to me that this should have been taken care of in the update_all_enchants() or update_one_enchant() functions.

-----------------------

update: I actually tracked down the problem to

cleanup_all_enchants()->remove_enchant()->enc_get_peve()

The problem is that the enchant was being marked as "waiting to be deleted" and the enc_get_peve() was only returning valid values for enchants that are in their "active" state.

This was originally to keep the program from accessing uninitialized data, but the problem is that the data is still valid during the "waiting to be deleted" state, too.

I modified all of the character, particle, and enchant accessor functions to return proper data when the object is either in the state "active" or in the state "waiting to be deleted".
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Zefz
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Post by Zefz »

Good, another bug fixed :)

So here is a updated list of all the current bugs I have found:
- Claws damage their holders
- Brainscrambler daze ray doesnt work and Gonne shots do not hit, these two are probably related
- Something is messing up the waypoints. In Tourist Starter the boulders and platforms no longer move.
- Lightning bugs
- Healing cloud for Paladin and Healer is backwards
- The Jive Elf is no longer loaded properly
- Spellbooks burn when dropped
- Screenshots dont work
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Zefz
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Post by Zefz »

Good news, I've fixed two bugs:
- Fixed the claw damaging the holder (and other weapons that were doing the same)
- Fixed books burning when dropped (simply removed reaffirm_character() upon changing character model)

I've added a bug to the list that I forgot about (and removed the two I just fixed)
Zefz wrote: - Some particle effects do not despawn. Noticeable with the blood particles.
- Brainscrambler daze ray doesnt work and Gonne shots do not hit, these two are probably related
- Something is messing up the waypoints. In Tourist Starter the boulders and platforms no longer move.
- Lightning bugs
- Healing cloud for Paladin and Healer is backwards
- The Jive Elf is no longer loaded properly
- Screenshots dont work
Now I'm wondering why some particles hit the ground as soon as they spawn (daze ray and gonne bullet for example). I'm guessing it has something to do with your updates to Z speed.
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Post by bgbirdsey »

- Fixed books burning when dropped (simply removed reaffirm_character() upon changing character model)
Is this going to break the lighting of the torch on spawn? (that was the historical reason that the reaffirm_character()) was in there.

If so, we can just put a line in the script to reaffirm on spawn.
Now I'm wondering why some particles hit the ground as soon as they spawn (daze ray and gonne bullet for example). I'm guessing it has something to do with your updates to Z speed.
If they are hitting the ground immediately, it may have something to do with the particle bounding box being used improperly.

It does not make sense that the bullet particles are hitting the ground, because you can see the "cloud" that is made when the bullet hits a wall. It might have something to do with the particle size of the "invisible bullet" particle?

----------------------------

Screenshots are working for me. Maybe it has something to do with the screen settings? On another note, we need to dump the screenshots into the player data directory.

----------------------------

I added code to place the ego*.bmp in the user data directory.

I converted all of the code that generates ttf text to use the same code to upload images into OpenGL. I think it was probably the mipmap thing that was causing the problem, since a billboard text that was ganerated without a level 1 mipmap (say) could not be drawn when a level 1 mipmap was required.

The billboard text seems to work fine now.
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Post by Zefz »

change_character() only happens when a objects morphs right? (or changes model like the spork, hero class or a spell book). The reaffirmation on spawn should stay unchanged.

While the Gonne may sometimes hit the target, the Dazzle Ray always seems to end as soon as at spawns. Maybe there is something wrong with it's particle setup.
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Post by bgbirdsey »

It may hae something to do with applying air friction to the particle by mistake. At least that's what I was thinking before. There is an exception if the particle is homing, but maybe we have to make the exclusion more broad.
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Post by Zefz »

- Fixed various bugs, including the player being able to move while using a shield freezing them in a single animation frame. Also fixed players being totally invulnerable from all directions while using shield.
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Post by SimoneB »

the things that should become red or blue when you step on them in the sand palace do nothing when i step on them.

if you click on a module, then click somewhere else to unselect the module, and then click start module, you start the abyss module.

(quite a long time i wasn't posting here...)
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Post by Zefz »

Those two have been fixed a long time in the repository. Meaning they are already fixed for the next 2.8.0 release :)
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Post by penguinflyer5234 »

r1004, Adventurer Starter:
Spoiler: gdb
[code]GNU gdb (GDB) 7.0-ubuntu
Copyright (C) 2009 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "i486-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /home/neptunium/egoboo-2.6.x/game/egoboo-2.x-g...done.
(gdb) r
Starting program: /home/neptunium/egoboo-2.6.x/game/egoboo-2.x-g
[Thread debugging using libthread_db enabled]
Initializing filesystem services...
Game directories are:
Binaries: /home/neptunium/.local/games/egoboo-2.x/
Data: /home/neptunium/.local/share/games/egoboo-2.x/
User Data: /home/neptunium/.egoboo-2.x/
Config Files: /home/neptunium/.local/etc/egoboo-2.x/
[New Thread 0xb7fccb70 (LWP 4451)]
SDLX_sdl_video_flags_default called
[New Thread 0xa9337b70 (LWP 4452)]
[Thread 0xa9337b70 (LWP 4452) exited]
[New Thread 0xa9337b70 (LWP 4453)]
[New Thread 0xa8b36b70 (LWP 4454)]
---- mpd_load("modules/advent.mod/gamedat/level.mpd",0xbffff074)

Program received signal SIGSEGV, Segmentation fault.
0x08053dc6 in chr_instance_set_mad (pinst=0x81b8764,
imad=<value optimized out>) at char.c:6269
6269 if ( pinst->vlst_size != vlst_size )
(gdb) bt
#0 0x08053dc6 in chr_instance_set_mad (pinst=0x81b8764,
imad=<value optimized out>) at char.c:6269
#1 0x08053ed5 in chr_get_pmad (ichr=<value optimized out>) at char.c:6741
#2 0x08054254 in chr_update_collision_size (pchr=0x81b8320,
update_matrix=1 '\001') at char.c:6915
#3 0x08055647 in chr_update_size (pchr=0x1) at char.c:6965
#4 0x08059018 in chr_download_cap (pchr=0x81b8320, pcap=0x8f084c0)
at char.c:2579
#5 0x080597fc in spawn_one_character (pos=..., profile=0, team=6 '\006',
skin=0 '\000', facing=16384, name=0x0, override=<value optimized out>)
at char.c:3459
#6 0x080719ac in activate_spawn_file_spawn (psp_info=0xbfffec58)
at game.c:2711
#7 0x08074641 in activate_spawn_file (
smallname=0x90d96e0 "modules/advent.mod") at game.c:2864
#8 game_setup_module (smallname=0x90d96e0 "modules/advent.mod") at game.c:2974
#9 0x0807491a in game_begin_module (modname=0x90d96e0 "modules/advent.mod",
seed=1263342005) at game.c:3183
#10 0x08074aee in do_game_proc_begin (gproc=0x827822c) at game.c:1059
#11 0x08074d74 in do_game_proc_run (gproc=0x827822c,
frameDuration=0.010307000018656254) at game.c:1296
#12 0x080b05f1 in do_ego_proc_running (argc=1, argv=0xbffff374) at egoboo.c:269
#13 SDL_main (argc=1, argv=0xbffff374) at egoboo.c:389
#14 0x080bdcc3 in main (argc=1, argv=0xbffff374) at platform/sys_linux.c:64[/code]
Spoiler: log.txt
[code]Starting Egoboo 2.8.0 ...
INFO: PhysFS file system version 2.0.0 has been initialized...
INFO: Initializing Linux file system...
INFO: Initializing clock services...
INFO: Initializing SDL version 1.2.13... Success!
INFO: Intializing SDL Timing Services... Succeess!
INFO: Intializing SDL Event Threading... Succeess!
INFO: Intializing SDL Joystick... Succeess!
INFO: Intializing SDL Video... Succeess!
INFO: Opening SDL Video Mode...
==============================================================
SDL set video mode to the current parameters

SDL window parameters
width == 640, height == 480, depth == 32

SDL flags
windowed
SDL software surface
SDL single buffer
OpenGL support
OpenGL-compatible blitting

SDL_GL_Attribtes
SDL_GL_DOUBLEBUFFER == 1
SDL_GL_STENCIL_SIZE == 8
SDL_GL_ACCUM_RED_SIZE == 0
SDL_GL_ACCUM_GREEN_SIZE == 0
SDL_GL_ACCUM_BLUE_SIZE == 0
SDL_GL_ACCUM_ALPHA_SIZE == 0
SDL_GL_STEREO == 0

SDL using video driver - x11
Available full-screen video modes...
Video Mode - 1856 x 1392
Video Mode - 1792 x 1344
Video Mode - 1600 x 1200
Video Mode - 1680 x 1050
Video Mode - 1600 x 1200
Video Mode - 1600 x 1024
Video Mode - 1440 x 900
Video Mode - 1400 x 1050
Video Mode - 1360 x 768
Video Mode - 1280 x 1024
Video Mode - 1280 x 960
Video Mode - 1152 x 864
Video Mode - 1024 x 768
Video Mode - 832 x 624
Video Mode - 800 x 600
Video Mode - 720 x 400
Video Mode - 640 x 480
Video Mode - 640 x 400
Video Mode - 640 x 350
==============================================================

OpenGL state parameters
gl_version == 1.5 Mesa 7.6
gl_vendor == DRI R300 Project
gl_renderer == Mesa DRI R300 (R300 4E45) 20090101 AGP 4x x86/MMX+/3DNow!+ TCL
gl_extensions == GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_MESAX_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_convolution GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_APPLE_packed_pixels GL_ATI_blend_equation_separate GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_separate_stencil GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texture_rectangle GL_NV_texgen_reflection GL_NV_vertex_program GL_OES_read_format GL_SGI_color_matrix GL_SGI_color_table GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
glu_version == (null)
glu_extensions == (null)

GL_MAX_MODELVIEW_STACK_DEPTH == 32
GL_MAX_PROJECTION_STACK_DEPTH == 32
GL_MAX_TEXTURE_STACK_DEPTH == 10
GL_MAX_NAME_STACK_DEPTH == 64
GL_MAX_ATTRIB_STACK_DEPTH == 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH == 16

GL_SUBPIXEL_BITS == 4
GL_POINT_SIZE_RANGE == 1.000000 - 10922.000000
GL_POINT_SIZE_GRANULARITY == 0.100000
GL_LINE_WIDTH_RANGE == 1.000000 - 10922.000000
GL_LINE_WIDTH_GRANULARITY == 0.100000

GL_MAX_VIEWPORT_DIMS == 4096, 4096
GL_AUX_BUFFERS == 0
GL_RGBA_MODE == TRUE
GL_INDEX_MODE == FALSE
GL_DOUBLEBUFFER == TRUE
GL_STEREO == FALSE
GL_RED_BITS == 8
GL_GREEN_BITS == 8
GL_BLUE_BITS == 8
GL_ALPHA_BITS == 8
GL_INDEX_BITS == 0
GL_DEPTH_BITS == 24
GL_STENCIL_BITS == 8
GL_ACCUM_RED_BITS == 0
GL_ACCUM_GREEN_BITS == 0
GL_ACCUM_BLUE_BITS == 0
GL_ACCUM_ALPHA_BITS == 0

GL_MAX_LIGHTS == 8
GL_MAX_CLIP_PLANES == 6
GL_MAX_TEXTURE_SIZE == 2048

GL_MAX_PIXEL_MAP_TABLE == 256
GL_MAX_LIST_NESTING == 64
GL_MAX_EVAL_ORDER == 30

GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT == 16.000000
==============================================================
Success!
INFO: Initializing the SDL_ttf font handler version 2.0.9... Success!
INFO: net_initialize: Networking not enabled.
INFO: Initializing SDL_Image version 1.2.7... Success!
INFO: Intializing SDL Audio... Succeess!
INFO: Initializing SDL_mixer audio services version 1.2.8... Success!
INFO: Initializing module linking... Success!
INFO: Resetting module data
INFO: Loading module "modules/advent.mod"
WARN: load_one_profile() - Not able to open file "basicdat/globalobjects/book.obj"
WARN: Cannot open: /modules/advent.mod/objects/achest.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/advent.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/bossgrub.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/cbutton.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/dbutton.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/gate.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/healer.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/irondoor.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/kbutton.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/knight.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/moduletool.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/mouse.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/obutton.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/platform.obj/tris.MD2
DEBUG: I am missing a AI script (/modules/advent.mod/objects/platform.obj/script.txt)
Using the default AI script instead (basicdat/script.txt)
WARN: Cannot open: /modules/advent.mod/objects/plunger.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/shaft.obj/tris.MD2
DEBUG: I am missing a AI script (/modules/advent.mod/objects/shaft.obj/script.txt)
Using the default AI script instead (basicdat/script.txt)
WARN: Cannot open: /modules/advent.mod/objects/spit.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/trog.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/ubutton.obj/tris.MD2
WARN: Cannot open: /modules/advent.mod/objects/wbutton.obj/tris.MD2[/code]
I'll compile it without optimizations...

EDIT
Spoiler: gdb without optimizations
[code]GNU gdb (GDB) 7.0-ubuntu
Copyright (C) 2009 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "i486-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /home/neptunium/egoboo-2.6.x/game/egoboo-2.x-g...done.
(gdb) r
Starting program: /home/neptunium/egoboo-2.6.x/game/egoboo-2.x-g
[Thread debugging using libthread_db enabled]
Initializing filesystem services...
Game directories are:
Binaries: /home/neptunium/.local/games/egoboo-2.x/
Data: /home/neptunium/.local/share/games/egoboo-2.x/
User Data: /home/neptunium/.egoboo-2.x/
Config Files: /home/neptunium/.local/etc/egoboo-2.x/
[New Thread 0xb7fccb70 (LWP 4740)]
SDLX_sdl_video_flags_default called
[New Thread 0xa9337b70 (LWP 4741)]
[Thread 0xa9337b70 (LWP 4741) exited]
[New Thread 0xa9337b70 (LWP 4742)]
[New Thread 0xa8b36b70 (LWP 4743)]
---- mpd_load("modules/advent.mod/gamedat/level.mpd",0xbffff060)

Program received signal SIGSEGV, Segmentation fault.
0x0805442a in md2_get_numVertices (m=0x0) at md2.inl:51
51 INLINE EGO_CONST int md2_get_numVertices(MD2_Model_t * m) { return m->m_numVertices; }
(gdb) bt
#0 0x0805442a in md2_get_numVertices (m=0x0) at md2.inl:51
#1 0x0806a92f in chr_instance_set_mad (pinst=0x823c454, imad=0) at char.c:6268
#2 0x0806cc00 in chr_get_pmad (ichr=511) at char.c:6741
#3 0x0806e16c in chr_update_collision_size (pchr=0x823c010,
update_matrix=1 '\001') at char.c:6915
#4 0x0806e499 in chr_update_size (pchr=0x823c010) at char.c:6965
#5 0x0806e6b3 in chr_init_size (pchr=0x823c010, pcap=0x8f8c7a0) at char.c:6983
#6 0x0805d223 in chr_download_cap (pchr=0x823c010, pcap=0x8f8c7a0)
at char.c:2579
#7 0x08060602 in spawn_one_character (pos=..., profile=0, team=6 '\006',
skin=0 '\000', facing=16384, name=0x0, override=512) at char.c:3459
#8 0x0809e156 in activate_spawn_file_spawn (psp_info=0xbfffee48)
at game.c:2711
#9 0x0809e66b in activate_spawn_file () at game.c:2864
#10 0x0809e853 in game_setup_module (smallname=0x915dc00 "modules/advent.mod")
at game.c:2974
#11 0x0809f365 in game_begin_module (modname=0x915dc00 "modules/advent.mod",
seed=1263342401) at game.c:3183
#12 0x08097a0e in do_game_proc_begin (gproc=0x82fbe60) at game.c:1059
#13 0x08098038 in do_game_proc_run (gproc=0x82fbe60,
frameDuration=0.010323999915271997) at game.c:1296
#14 0x0811d645 in do_ego_proc_running (eproc=0x8f88260) at egoboo.c:269
#15 0x0811d894 in SDL_main (argc=1, argv=0xbffff374) at egoboo.c:389
#16 0x081342cb in main (argc=1, argv=0xbffff374) at platform/sys_linux.c:64
(gdb)[/code]
...
bgbirdsey
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Location: Minnesota, USA

Post by bgbirdsey »

I checked that the program was properly working on linux after the last real changes were made to the physfs support.

Given your log.txt, I am imagining that the problem is that none of the models were loaded, so that the chr_get_pmad() function will always return NULL.

How did you install your version of egoboo? If you did "make all" "sudo make install" you should not have had any problems. If you do not have root access, you can install it in another location using "make all PREFIX=????" and "make install PREFIX=????" where ???? is the "fake" root directory you want to install the program in, as in PREFIX=/home or some such thing.
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penguinflyer5234
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Post by penguinflyer5234 »

default for PREFIX is $HOME/.local, and I'm not installing it, but running it from the egoboo-2.6.x directory :/

yay found error: "INFO: Opening /modules/advent.mod/objects/spit.obj/tris.md2..." and is sending that directory to access in unistd.h without going through the vfs it seems

hmm, I think we could remove the #ifdef __unix__ if we use .md2 only.
...
bgbirdsey
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Post by bgbirdsey »

Well, that's why you are maybe having a problem. You need to compile and install it using either no prefix or the same prefix. Otherwise the binary will not match the database and you will look in the wrong directory.
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penguinflyer5234
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Post by penguinflyer5234 »

... SEE ABOVE :o

will commit now

EDIT:
now after I "finished" the adventurer starter, I get
FATAL ERROR: There are not enough :'s in file! (/modules/advent.mod/gamedat/menu.txt) :?

...because of an empty /modules/advent.mod/gamedat/ in .egoboo-2.x :/ ...or not...
...
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