Open Source Tomb Raider Engine
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  1. OpenRaider
  2. BUGS ( Updated 2002.12.24 )
  3. ==================================================================
  4. ### Open bugs ###################################################
  5. [2003.05.11]
  6. * New animation code can cause segfault on pushing wall
  7. repeatedly to cause a bad event animation ( rare )
  8. [Short list] No 'Z' in kb system?
  9. * Working on System wrappers soon so that will be looked at
  10. [Short list] OpenAL has problems with gdb and segfaults
  11. * Disable OpenAL in OpenRaider.init if this happens,
  12. this is considered a bug in OpenAL
  13. * Try a different version of OpenAL package
  14. [2002.12.22] SkyMesh isn't loaded or rendered correctly
  15. * New World/Render style is to blame
  16. [2002.08.16] Many levels have room polygons misrendered
  17. * Likely caused by the new room mesh cache system
  18. which is still being retooled
  19. * Black walls caused by other than vertex color values
  20. * Vertex colors for TR3-TR4 rooms messed up
  21. ( Temp hack adjusts to bright values )
  22. ### Closed bugs #################################################
  23. [????.??.??] TR4, TR3 Segfault on some level's load in ModelSetup
  24. * Seems several meshes w/o vertices are followed by
  25. an invalid mesh that claims to have polygons
  26. yet doesn't
  27. * Note some TR 'meshes' are just markers for
  28. particle fx and etc
  29. * Reproducable with karnak1.tr4
  30. * FIXED by accounting for -1 for NULL counter use in
  31. some TR paks
  32. [2002.01.04] TR4 Some levels segfault on load
  33. * More animation frames generated than exist
  34. caused by invalid frame_offset
  35. * Reproducable with angkor1.tr4
  36. * FIXED by using new algothrim for anim frame loading
  37. [2002.01.04] TR3 rendering white in textures with alpha black
  38. [2002.01.04] TR1 rendering all textures black
  39. * Used to work fine, but so much as changed...
  40. * Try looking at texture loading first
  41. * Then try looking at vertex lighting
  42. * Reproducable with level1.phd, shore.tr2
  43. * FIXED fast texture cache for older tombraider data
  44. loaded textures before they were generated as
  45. 32bpp textures ( they were all alpha )
  46. [2002.01.03] TR4 'Killed'
  47. * FIXED try not loading OpenAL to save some memory
  48. can't really 'fix' lack of memory
  49. [????.??.??] TR2, TR3 Polygon coloring is wrong
  50. * Seems to be caused by vertex coloring
  51. * FIXED ambient light wasn't set back to WHITE
  52. before mesh rendering
  53. [????.??.??] TR4 fread(buffer, 2, 1546, fp) returned 3092
  54. * Bad fread emulation checking? ( TR4 uses compressed data )
  55. * Seems to be bad linking, works correctly after rebuilds
  56. * FIXED uncompressed buffer size wasn't passed in DEBUG code
  57. [????.??.??] NormalArray segfault
  58. * Only happens in FastGL mode OR when Sky meshes are enabled
  59. * mesh->oglTexturedRectangleNormals becomes NULL after first frame
  60. * FIXED No longer using tombraider normal arrays in new renderer