ZDoom 2.0.97 Bugfix Release

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Shadelight
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Post by Shadelight »

I don't care if this is only a bugfix release, I'm using GZDoom until 2.1.0 comes out.
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Doomguy0505
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Post by Doomguy0505 »

type in map d_runnin to see the new improved very fatal error screen
Spoiler:
Doomguy0505 says: Don't fuck the formatting
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Grubber
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Post by Grubber »

Hmm...

/me is going to make .97x (probably...)
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MartinHowe
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Post by MartinHowe »

Doomguy0505 wrote:type in map d_runnin to see the new improved very fatal error screen
Spoiler:
I love the Microsoft paranoia! :shock: Are people really that weirded out by the MS Error Reporting Tool?!?!? :?
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Graf Zahl
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Post by Graf Zahl »

Grubber wrote:Hmm...

/me is going to make .97x (probably...)


There's not much to do. And for the text-based LANGUAGE lump I won't invest the work in old code so GZDoom will not upgrade to this version. Most of the fixes are in .96x anyway.
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Doomguy0505
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Post by Doomguy0505 »

finally, the bots have a point in life
don't turn into retards and are independent enough not to jump into a pit of damage and can wander themselves, the ai is heaps better :thumb:
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Shadelight
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Post by Shadelight »

Doomguy0505 = hax.
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jallamann
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Post by jallamann »

KingofFlames = spam
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Chris
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Post by Chris »

MartinHowe wrote:I love the Microsoft paranoia! :shock: Are people really that weirded out by the MS Error Reporting Tool?!?!? :?
Huh? Microsoft paranoia?
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Chris
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Post by Chris »

The list of changes needed for Linux. Patch attached. Includes cbuild.c and a cbuild script. The script is only setup to work with GCC (in Linux and MinGW), though it can be changed to work with MSVC cli tools.. I just don't know VC's command lines well enough.

People with an sh-compatible shell can run the cbuild.c file directly, otherwise, you'll need to manually compile it into an executable (eg: gcc -O2 -W -Wall -Werror -o cbuild.exe cbuild.c). Setting the environment vars NOASM, OPTLEVEL, ARCH_TYPE, TUNE_TYPE, CONFIG, RELEASETARGET, and DEBUGTARGET before running the script will have the same effect as with the makefile. Run with 'help' to get a list of available options.

As for the changes themselves...

In src/sdl:
  • I_PrintStr uses the wrong prototype.
  • GetModeCount is a virtual method in IVideo, but is never defined in SDLVideo. Since it's never used, it can be simply removed.
  • IVideo and SDLVideo's NextMode function, as well as I_NextMode, are missing the 'bool *letterbox' parameter.
  • A redundant i_music.h is conflicting with the one in src/sound.
  • Missing a 'Windowed' variable in one of the SDLVideo functions (and in the same lines, unclean use of the ?: operators)
  • I_FindFirst returns NULL where (void*)-1 is expected.
And for the main code:
  • I_RegisterSong tries to use SPC in non-Windows (unfortunately it was way too much of a hassle to maintain this capability in Linux).
  • i_sound.cpp tries to include the Win32-only header altsound.h in non-Windows.
  • Also in i_sound.cpp, GSnd is not initialized with an FMODSoundRenderer object in non-Windows. It thusly crashes when attempting to check if(!GSnd->IsValid()).
  • music_midi_timidity.cpp needs to include unistd.h for open/close/pipe/etc.
  • v_palette.cpp also needs unistd.h
  • zstrformat.cpp uses the non-standard __int64 type. For this patch, I changed it to use the C99-standard uint64_t and int64_t types (found in stdint.h, which the latest MinGW supports), and added typedefs for MSVC (why won't Microsoft support C99 :evil: ).
Edit - The archive was missing the default.cbd script for cbuild. Whoops.
Edit2 - Fixed a bug in cbuild relating to predefining env. vars. Thanks to Sanders for pointing it out.
Last edited by Chris on Mon Oct 03, 2005 3:13 pm, edited 2 times in total.
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Siggi
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Post by Siggi »

/Downloads for archive purposes (not the linux patch, don't need that....... yet)
Dr_Ian
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Post by Dr_Ian »

r_polymost 2

:shock: :shock: :shock:
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Doomguy0505
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Post by Doomguy0505 »

@martinhowe: I like the new error screen, I don't hate it - Could save the bugs forum from eternal spam
[/offtopic]
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Shadelight
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Post by Shadelight »

@Graf: are you going to implement the new error screen in GZDoom?
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Graf Zahl
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Post by Graf Zahl »

That depends. When I finally get a stable 2.1.0 source I have to see how much I can preserve without causing users to dismiss the crash log. I will have to disable the autosend feature because I have no place to send the error information.
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