OpenRaider BUGS ( Updated 2002.12.24 ) ================================================================== ### Open bugs ################################################### [2003.05.11] * New animation code can cause segfault on pushing wall repeatedly to cause a bad event animation ( rare ) [Short list] No 'Z' in kb system? * Working on System wrappers soon so that will be looked at [Short list] OpenAL has problems with gdb and segfaults * Disable OpenAL in OpenRaider.init if this happens, this is considered a bug in OpenAL * Try a different version of OpenAL package [2002.12.22] SkyMesh isn't loaded or rendered correctly * New World/Render style is to blame [2002.08.16] Many levels have room polygons misrendered * Likely caused by the new room mesh cache system which is still being retooled * Black walls caused by other than vertex color values * Vertex colors for TR3-TR4 rooms messed up ( Temp hack adjusts to bright values ) ### Closed bugs ################################################# [????.??.??] TR4, TR3 Segfault on some level's load in ModelSetup * Seems several meshes w/o vertices are followed by an invalid mesh that claims to have polygons yet doesn't * Note some TR 'meshes' are just markers for particle fx and etc * Reproducable with karnak1.tr4 * FIXED by accounting for -1 for NULL counter use in some TR paks [2002.01.04] TR4 Some levels segfault on load * More animation frames generated than exist caused by invalid frame_offset * Reproducable with angkor1.tr4 * FIXED by using new algothrim for anim frame loading [2002.01.04] TR3 rendering white in textures with alpha black [2002.01.04] TR1 rendering all textures black * Used to work fine, but so much as changed... * Try looking at texture loading first * Then try looking at vertex lighting * Reproducable with level1.phd, shore.tr2 * FIXED fast texture cache for older tombraider data loaded textures before they were generated as 32bpp textures ( they were all alpha ) [2002.01.03] TR4 'Killed' * FIXED try not loading OpenAL to save some memory can't really 'fix' lack of memory [????.??.??] TR2, TR3 Polygon coloring is wrong * Seems to be caused by vertex coloring * FIXED ambient light wasn't set back to WHITE before mesh rendering [????.??.??] TR4 fread(buffer, 2, 1546, fp) returned 3092 * Bad fread emulation checking? ( TR4 uses compressed data ) * Seems to be bad linking, works correctly after rebuilds * FIXED uncompressed buffer size wasn't passed in DEBUG code [????.??.??] NormalArray segfault * Only happens in FastGL mode OR when Sky meshes are enabled * mesh->oglTexturedRectangleNormals becomes NULL after first frame * FIXED No longer using tombraider normal arrays in new renderer