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  1. May 13, 2023
  2. May 09, 2023
  3. Jan 16, 2023
    • Latapostrophe's avatar
      Merge branch 'srb2p_22-moreskins-moresounds' into 'srb2p_22-moreskins' · 48480a27
      Latapostrophe authored
      Increase SFX freeslot limit
      
      See merge request !10
      48480a27
    • NerduMiner's avatar
      Implement actual PROPER way of handling 10000+ freeslots · a9ae1152
      NerduMiner authored
      The crash I discovered was due to a string read overflow on freeslots with an index greater than 10000. The freeslots name table has a strict limit of 7 characters, presuming the 7th is a nullbyte. A new case for values past 10000(and non crash wise, to 99999) was made in order to preserve the 6 character limit and also keep us (hopefully) well away from the limit for a while.
      a9ae1152
    • NerduMiner's avatar
      Use a safer, non immediately crashing freeslot value · 7f1ba4f2
      NerduMiner authored
      9999 sfx freeslots seemed to reach a threshold where certain sound effects would immediately cause the game to explode in S_GetSfxLumpNum. 9600 and below seems to avoid this, it has to be noted though we are also implicitly adding ~5,610 slots for skin sound effects to the same table which may be a factor in this.
      7f1ba4f2
    • NerduMiner's avatar
      Increase SFX freeslot limit · 4d19b0a2
      NerduMiner authored
      Loading as many mods as possible to try and even reach 128 loaded skins showed that we were overflowing sfx freeslots twice over. This should fix oddities like Eggman's jump sound effect being replaced but may introduce horrors.
      4d19b0a2
  4. Jan 15, 2023
  5. Nov 06, 2022
  6. Sep 18, 2022
  7. Sep 15, 2022
    • NerduMiner's avatar
      Add fastpath for space in V_SRB2PgenericDrawString · 7e3ea3a7
      NerduMiner authored
      NFNT032 as of 1.3.5 doesn't exist. Currently, the engine relies on W_CachePatchName2 to return NULL when it fails to find NFNT032, which under certain situations it does not. As a hack, we can check if this lumpname appears, then set the patch variable to NULL ourselves. I would assume this saves computation time for handling spaces, since orignally we would have to search every single lump in every single wad to just throw NULL, it does add extra computational time for every other character, so improvements to this check could be made.
      7e3ea3a7
    • NerduMiner's avatar
      Use a special version of W_GetNumForName for S_GetMusicLumpNum · 10416552
      NerduMiner authored
      Music lumps should not crash the game when they aren't found by the game, since its normal behavior for missing music files to just cause a console error, but continue execution. On rare occasions, W_GetNumForName can fail to find a music lump, in which case it causes a crash. By creating a special version of the W_GetNumForName function for music, we should avoid music related crashes and allow S_LoadMusic to properly handle LUMPERRORS in all cases.
      10416552
  8. May 30, 2022
  9. May 29, 2022
  10. May 26, 2022
  11. May 08, 2022
  12. May 07, 2022
  13. Mar 13, 2022
  14. Mar 08, 2022
  15. Mar 06, 2022
  16. Mar 04, 2022
  17. Mar 03, 2022
    • sphere's avatar
      2022 · 14295ac7
      sphere authored
      14295ac7
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