Welcome to my website where I post some progress and information about my work on Mech Commander 2 port. To find out how it all began, please, check out About section.
Recent Articles
Day 83 + image of the day
!!!!!yay found and fixed bug.. no 2 bugs at once! one was causing other in a very weird way.
When we have mech with blown hand(s) in engine it is implemented as mech without handes + mech with only left hand (no body) and right hand (also no body)
The thing is that once we do not have body updateGeomery was not called and texture handle for hand(s) was not updated, but in render function it was updated.
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Day 78
Looks like I finally found what was causing areaTriggerAdd crash, - ABL did not realy work with 64bit.
Now it does, I hope :-)
Though, found whole bunch of 32<->64 bit problems in warrior.h, some mechs would not go far, esp. repair truck, then, some stats were weird in info (i) screen. Found out that some data types were int[] but memcpy was done with sizef(long) :-/ I thought, I was attentive when changed those arrays to int.
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Day 77
played with valgrind, fixed some memory leaks.
also, finally, added refereces to fonts, so that we do not load new font every time it is needed, but use loaded if present
found bug in ABL scripting - related to 64 bit, well yes not a bug just some work has to be done to fully support 64 bit, do not even understand how I passed 11 missions with broken ABL!
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Day 75
checked game code with clang analyzer. also code compiles with clang-5.0
unfortunately, analyzer is not that good as I thought… or maybe I ned to add more options?
still did not test fullscreen more even though it is checked in along with all other window changes
clang found bug where pointer was used to compare with numbers though it should be dereferenced
game still can occasionally crash in release mode (maybe in debug as well, but I am playing in release), though I cannot look for a bug which cannot be reproduced.
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Day 72
tried to run with .fst files - no animation in encyclopedia (
re-fixed isuues with incorrect light matrix (3rd time, this time hope it is final)
did some Makefile changes, started to tinkering with Debug/Release configurations
also realized that not all wav files were loaded correctly!
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Day 70
fixed BMP loading (new SDL_ttf created different bmps, where pixel data was not directly following header end, so have to look at special header field to find pixel data start)
some changes to font rendering
looks like fonts rendered correctly now
some mouse related fixes including wheel (zoom in/out)
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Day 69
added some input changes (mostly bad hardcode, but should work for our small needs)
added function to get game user data directory (want to use it for saves and other data which games wants to create)
I am afraind 100 days wil not be enough to make 1.0 version of linux port, but we’ll see
oh!.. and just fixed text length calculation function :-)
ok go to sleep now
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