icosahedral-dragon

Results 11 comments of icosahedral-dragon

So I had a look at getting a build going. There are a few categories of 64-bit gotchas in the code. (Well, it was 1994. I doubt the possibility ever...

I'm not quite sure I got the update to the anim library quite right ... ![shockintro](https://user-images.githubusercontent.com/52678130/61293320-50f5da80-a7cb-11e9-842d-c82986ae2650.png)

It's more the bizarre world of C's infamously baroque operator precedence rules, it turns out. A couple of strategic brackets got the intro video to play almost correctly; there are...

Sure, I'll try and bash it into a coherent set of patches once I've got stuff working. I haven't tested that it still works in 32bit ... ironically enough, I've...

Thanks @rfht for your report. I'll have some more patches to submit to the master in due course, but it'll probably be a little while before we can get the...

I'd rather keep the save format the same and explicitly serialise the data structures; we'd need to keep backwards compatibility on load anyway, and binary format isn't dependent on code...

The reload weapon hotkey function does not check if the current weapon uses ammo before attempting to reload it. The number of clips the player has for each ammo type...

@Gerwin2k re your point 2: I see it as somewhat less than halved when running fullscreen. It seems to have to do with the way SDL does mouse coordinate scaling...

It could be a rogue action. The code to read the general level information (fullmap structure) from archive (saveload.c:835ff) is wrong. It does not properly support the DOS (version 11)...

The demo has no cutscenes included. I don't think we can play the floppy cutscenes at the moment anyway, since they use a different format from the hi-res ones. It...