At least if you're referring to the startup problems. I really doubt that megaton would have anything to do with the in-game crashes or crash-on-exits.
This post has been edited by Micky C: 17 January 2015 - 01:10 AM
This post has been edited by Jblade: 17 January 2015 - 01:24 AM
This post has been edited by Fox: 17 January 2015 - 02:21 PM
Micky C, on 16 January 2015 - 08:22 PM, said:
This post has been edited by Fox: 18 January 2015 - 10:56 PM
This post has been edited by Jason S.: 24 January 2015 - 11:29 PM
This post has been edited by The Commander: 24 January 2015 - 11:44 PM
Jason S., on 24 January 2015 - 11:18 PM, said:
Fox, on 13 January 2015 - 03:41 PM, said:
Fox, on 17 January 2015 - 01:46 PM, said:
Fox, on 13 January 2015 - 03:41 PM, said:
This post has been edited by Fox: 25 January 2015 - 07:22 AM
The Commander, on 24 January 2015 - 11:44 PM, said:
Micky C, on 25 January 2015 - 02:21 AM, said:
This post has been edited by Jason S.: 26 January 2015 - 01:29 AM
This post has been edited by Fox: 27 January 2015 - 07:53 PM
DavoX, on 30 January 2015 - 05:12 PM, said:
Jblade, on 02 February 2015 - 01:45 AM, said:
Jblade, on 04 February 2015 - 01:34 PM, said:
Fox, on 15 November 2013 - 01:55 PM, said:
if (dasectnum < 0 ||
((actor[spritenum].actorstayput >= 0 && actor[spritenum].actorstayput != dasectnum) ||
(spr->picnum == BOSS2 && spr->pal == 0 && sector[dasectnum].lotag != ST_3) ||
((spr->picnum == BOSS1 || spr->picnum == BOSS2) && sector[dasectnum].lotag == ST_1_ABOVE_WATER)
// || (sector[dasectnum].lotag == ST_1_ABOVE_WATER && (spr->picnum == LIZMAN || (spr->picnum == LIZTROOP && spr->zvel == 0)))
)
Jblade, on 17 January 2015 - 01:22 AM, said:
onevent EVENT_ANALYZESPRITES
(...)
for i drawnsprites
{
set j tsprite[i].owner
switch sprite[j].picnum
case 1404 // FAKE PLAYER
ife sprite[j].extra 0 set tsprite[j].picnum 5245 // James // Helix: NOTE THIS LINE
(...)
endswitch
}
endevent
tsprite[i],
tsprite[j].
Line 252, rotatespritea: invalid coordinates: -21430272, 3145728
Micky C, on 05 February 2015 - 02:32 AM, said:
Hendricks266, on 05 February 2015 - 06:03 AM, said:
ifand .cstat 16 <do whatever>
ifand sector[k].ceilingstat 1 <do whatever>
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_CHECKATRELOAD)
{
if (PWEAPON(snum, p->curr_weapon, WorksLike) == TRIPBOMB_WEAPON)
{
if ((*kb) >= PWEAPON(snum, p->curr_weapon, TotalTime))
{
(*kb) = 0;
P_CheckWeapon(p);
p->weapon_pos = WEAPON_POS_LOWER;
}
}
else if (*kb >= PWEAPON(snum, p->curr_weapon, Reload))
P_CheckWeapon(p);
}
else if (PWEAPON(snum, p->curr_weapon, WorksLike)!=KNEE_WEAPON && *kb >= PWEAPON(snum, p->curr_weapon, FireDelay))
P_CheckWeapon(p); if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_CHECKATRELOAD && PWEAPON(snum, p->curr_weapon, WorksLike) == TRIPBOMB_WEAPON)
{
if ((*kb) >= PWEAPON(snum, p->curr_weapon, TotalTime))
{
(*kb) = 0;
P_CheckWeapon(p);
p->weapon_pos = WEAPON_POS_LOWER;
}
}
else if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RELOAD_TIMING && *kb >= PWEAPON(snum, p->curr_weapon, Reload))
P_CheckWeapon(p);
else if (PWEAPON(snum, p->curr_weapon, WorksLike)!=KNEE_WEAPON && *kb >= PWEAPON(snum, p->curr_weapon, FireDelay))
P_CheckWeapon(p);
This post has been edited by Fox: 06 February 2015 - 11:18 PM
Fox, on 10 January 2015 - 09:22 AM, said:
case CON_GLOBALSOUND:
// (checking omitted...)
// (#ifdef SPLITSCREEN_MOD_HACKS omitted...)
if (vm.g_p == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND))
A_PlaySound(*insptr, g_player[screenpeek].ps->i);
Fox, on 16 January 2015 - 10:36 AM, said:
onevent EVENT_SOUND
ifvare RETURN BOS1_RECOG
ifactor BOSS1
ifspritepal 0
setvar RETURN BOS1_SPEECH
endevent
This post has been edited by Fox: 07 February 2015 - 11:06 AM
Fox, on 25 January 2015 - 05:23 AM, said:
Jblade, on 02 February 2015 - 01:45 AM, said:
Jblade, on 04 February 2015 - 01:34 PM, said: