Results 683 comments of Daniel Gibson

the game ABI shouldn't be changed if not absolutely necessary, so I guess I can't do anything about this :-/

@turol: https://github.com/dhewm/dhewm3/tree/ubsan has a new cmake option to statically link the game code, so ubsan can be used. I'll probably merge that change to master eventually

Don't know, I really doubt that random problems in dhewm3 are caused by not being 64bit - I mean, original Doom3 was 32bit and only required 384MB of RAM, so...

Another reason there won't be Win64 binaries is that the tools (D3Radiant etc) are not 64bit-clean at all, they can't even be built due to shitloads of compiler errors.

It supports opengl 1.4, but only if the card also supports OpenGL ARB shaders (ARB_vertex_program and ARB_fragment_program extensions, see also https://en.wikipedia.org/wiki/ARB_assembly_language) Your GPU must be really ancient, I think most...

you could try `r_skipPostProcess 0` - at least on Raspberry Pi that improves the performance a lot (in scenes that use postprocessing, usually when there's fire with heathaze effect)

Does anyone know if this is a new bug or if it happened with 1.5.0 or 1.4.1 or even original Doom3 as well? I also wonder if this is related...

Do you have a savegame to easily reproduce the issue?

See also https://github.com/dhewm/dhewm3/issues/159