Page 2 of 2

Posted: Fri Jun 27, 2008 18:15
by Gez
In the meantime, if people want my version (it's about up to date with r1050, except for the texture overhaul and write barriers), I've uploaded it here. If you don't like rapidshare, feel free to propose another host. :)

The sound issue is fixed, by the way.

Posted: Fri Jun 27, 2008 18:25
by Enjay
Thanks.
Gez wrote:The sound issue is fixed, by the way.
You couldn't upload the correct version of fmodex.dll for your exe could you? I get no sound at all due to an old version and can't grab the full fmod distribution package ATM.

Posted: Fri Jun 27, 2008 18:34
by Gez
Okay, killed previous link and now this one includes fmodex.dll.

Posted: Fri Jun 27, 2008 18:57
by Enjay
Perfect, thanks. :)

Posted: Fri Jun 27, 2008 19:35
by Enjay
I've just noticed a problem with this build: Floors that have the flat STEP1 or STEP2 use the texture of the same name instead. This doesn't happen with Nash's unedited build. Presumably there is something messed up with the order in which textures are being prioritised (something to do with "except for the texture overhaul"?).

Posted: Fri Jun 27, 2008 22:42
by Gez
Maybe. This is weird. Logically it should behave as before since it wasn't changed.

The only texture-related file that was changed was multipatchtextures.cpp, from r1040. Then there was this, which supposedly didn't change how the code was run (and I'm not even sure it deals with textures anyway), the r_interpolate typo fix, and something in r_polymost. None of the other render or texture-related files are modified, dixit TortoiseSVN.

Posted: Sat Jun 28, 2008 14:31
by Graf Zahl
Apparently you did something to break it. I just updated and it's working fine.

Posted: Sat Jun 28, 2008 15:59
by Gez
So it doesn't matter much. I'll just happily revert and update.

Holy WTF, Batman! It's finding me errors and warnings everywhere! It starts by complaining that in actor.h the ';' is missing before picnum, line 631. So it's interpreting FTextureID as a variable, assumed to be an int. So it means it doesn't recognize FTextureID. So it means that there are missing #include "textures/textures.h" pragmas in some files.

Starting with r_opengl.cpp. Adding...

Doesn't solve it. Hey, there is no textures.h here!

I'll copy that from ZDoom and re-check.

Okay, it works except I'll have to add the brightmap stuff and similar properties before it really works.

Okay, back to r123 to get a look at FTexture and copy the OpenGL extras to the class as defined in ZDoom's textures.h, then update to r124 and adding include pragmas again.

Posted: Sat Jun 28, 2008 16:59
by Graf Zahl
Sorry, I must have missed the file in the mass of changes. Just re-update and you'll have it.

Posted: Sat Jun 28, 2008 17:07
by Gez
Thanks.

Edit: a_randomspawner is also missing. Something I noticed after getting such weird errors (it wasn't even trying to compile, just saying there was an unspecified error and aborting instantly) that I deleted the whole directory and re-downloaded everything anew. (Should have remembered to save glext.h before, though.)