vLKp

Results 231 comments of vLKp

Changing this will break both loading old savegames and saving games compatible with pre-change builds, since some parts of the savegame write exactly `MAX_OBJECTS` entries, rather than respecting `Highest_object_index`. Special...

Object numbers are now stored unsigned, so aside from the reserved magic numbers 0xfffe and 0xffff, we can assign all values from a `uint16_t`. I would prefer to change the...

I meant that we should not change `MAX_OBJECTS` until we are ready to overhaul the savegame format. However, an alternative would be to raise `MAX_OBJECTS` now, but only for game...

One complication with selective object saving is that it would need to fix up all the inter-object relations. Weapons know which object created them, and the parent object might have...

When "spawn at ..." is greater than or equal to the total number of spawn points, it has no effect. You should be seeing overlaps exactly as often as in...

Not that I know of. The furthest locations feature was intended more to prevent spawn kills than to address issues with players spawning in on top of each other, although...

[Add experimental Windows manifest](/dxx-rebirth/dxx-rebirth/commit/c9d733dd10507783cda37fd2b6812ed1f4b6dfae) is a completely untested attempt to address this. I don't use Windows, so I have no test environment to reproduce this. Based on the reported symptoms...

> The compatibility setting roncli mentioned also fixes this new problem. That is strange. I thought that the manifest change was equivalent to roncli's workaround (but with the obvious advantage...

A debugger, or a source patch to dump the arguments. Back when I used Windows, I liked *Windbg* (from the *Debugging Tools for Windows* package). Unfortunately, Microsoft did something stupid...

When you retest, I would appreciate if you could also test how Rebirth with SDL2 handles this scenario.