And now the killer:
I started your EXE and it works fine. So the problem lies somewhere else. Are you loading any other WADs with it?
[r64] Crash when loading maps
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When you take a look at the diff it should be obvious. When I added the 3dMidtex stuff I reorganized some data structures and one line of new code ended up before a necessary NULL pointer check instead of after it.
Ans since I don't use the quality mode because it costs performance I never noticed anything odd.
BTW, Quality mode is only really necessary on ATI cards or very old NVidias. The GF 6x00 and higher don't need the additional vertices and work as well in Speed mode.
Ans since I don't use the quality mode because it costs performance I never noticed anything odd.
BTW, Quality mode is only really necessary on ATI cards or very old NVidias. The GF 6x00 and higher don't need the additional vertices and work as well in Speed mode.
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r68 compiles and works just fine for me too.
Thanks also for the information about "quality" as well. Can I suggest it be named something else though? Generally, the "quality" settings in games switches on a bunch of settings that can only be handled by more up to date hardware whereas "speed" switches off those options for lesser hardware. Although the GZdoom "quality" mode does involve a performance cost, it does so for different reasons and the naming is a bit counter intuitive IMO if the end user has experience with setting up other games. I'm struggling to think of a term to replace "quality" with though.
And seeing as how it has been mentioned in this thread, what is it that Randy is doing with the sound code?
Thanks also for the information about "quality" as well. Can I suggest it be named something else though? Generally, the "quality" settings in games switches on a bunch of settings that can only be handled by more up to date hardware whereas "speed" switches off those options for lesser hardware. Although the GZdoom "quality" mode does involve a performance cost, it does so for different reasons and the naming is a bit counter intuitive IMO if the end user has experience with setting up other games. I'm struggling to think of a term to replace "quality" with though.
And seeing as how it has been mentioned in this thread, what is it that Randy is doing with the sound code?
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He completely and unconditionally switched to FMod's 3D sound system and removed all sound playback limits. The traditional sound system is gone and so is all control over the sound design due to the limit removal.
No thought wasted on compatibility with existing WADs or that although Doom didn't have per-sound limits it only has 8 sound channels.
Rest assured, I don't care about the improvements it brings as long as the price is too high.
No thought wasted on compatibility with existing WADs or that although Doom didn't have per-sound limits it only has 8 sound channels.
Rest assured, I don't care about the improvements it brings as long as the price is too high.