Comments (2)
Update. I found solution to some of mentioned problems.
-
Crashes were not related to *.bs2's. They were caused by PC *.nod files.
-
NPC's still stuck during scripted sequences. Maybe this is related to *.nod files too.
-
I changed these lines in bs2pc_subdiv.c:
#define BS2PC_MAX_POLY_VERTS 1024
#define BS2PC_MAX_POLY_STRIPS 512
to these:
#define BS2PC_MAX_POLY_VERTS 2048
#define BS2PC_MAX_POLY_STRIPS 1024
This change allowed to complete ba_power2 map conversion.
- Checkerboarding problem was resolved with safer *.wad lump iteration in bs2pc_wad.c. I changed these lines:
while (low <= high) {
mid = low + ((high - low) >> 1);
difference = BS2PC_CompareTextureNames(lumps[mid].name, name);
if (difference == 0) {
lumpInfo = &lumps[mid];
break;
}
if (difference > 0) {
high = mid - 1;
}
else {
low = mid + 1;
}
}
to these:
for (int lmp = 0; lmp < wad->lumpCount; lmp++) {
difference = BS2PC_CompareTextureNames(lumps[lmp].name, name);
if (difference == 0) {
lumpInfo = &lumps[lmp];
break;
}
}
Result:
from bs2pc.
Update. I found solution to *.nod files problem. Issues with NPC's behavior were indeed caused by improper/missing *.nod files and a message "Node graph out of date, rebuilding ..." was a lie.
from bs2pc.
Related Issues (2)
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from bs2pc.