net_sys.h: fix build OS/2 KLIBC builds.
filenames.h: added missed char* casts for C23 in previous commit.
filenames.h: add explicit char* casts to strchr/strrchr results for C23
snd_xmp.c: handle the tricky xmp_set_position() return code better
Yes, I really can't get anything from those logs. If you build yourself from git (x86_64 only: aarch64 not possible I guess), does it work properly?
Hexen 2 Binary downloads don't work
Retina support
hexenworld: added support for old v0.12 progs support .
add hw v0.12
I have discovered something today and wanted to share the information. I decided to install the original client of QuakeWorld (v2.30) and connect to a modern server. I succeeded, but noticed that the frame rate was also limited to 31 fps (checked using FRAPS), just like in HexenWorld, as described above. Connecting to the server with a modern QW client (ezQuake) didn't come with this limitation which showed me that the issue wasn't server-side, but client-side. I did a bit of searching and found...
q_stdinc.h: revised bool stuff
minor clean-up for win32 directx-using sources.
fix some -Wzero-as-null-pointer-constant warnings.
dos, sndpci (libau): bump optimization level to -O2 and rebuild.
dos, sndpci (libau): Intel HDA PCI ID updates from Mpxplay-1.68.
Well, I found some answers... - Regarding the sound ... TL;DR if I start in windowed mode, sound works. I can then switch to fullscreen and it still works. But when I restart in fullscreen, no sound. - In the console, I see the message "directsound create failed" when starting in full screen, which seems to be somewhat common and would explain the lack of audio. - When I start in windowed mode (audio works) and then switch to fullscreen, I then see the message "couldn't get sound buffer" repeated...
First, I want to say props to the HoT community, as I know this was a significant undertaking over several years. You've not only made this 30 year old game playable on new platforms, but added a bunch of QoL improvements. So, thank you! With that, I have some issues I'm trying to resolve... - When running glh2.exe, I get no sound effects (attacking, jumping, etc). If I run "soundinfo" it says "sound system not started." I do not have that problem running h2.exe (audio works fine). But of course,...
First, I want to say props to the HoT community, as I know this was a significant undertaking over several years. You've not only made this 30 year old game playable on new platforms, but added a bunch of QoL improvements. So, thank you! With that, I have some issues I'm trying to resolve... - When running glh2.exe, I get no sound. If I run "soundinfo" it says "sound system not started." I do not have that problem running h2.exe (audio works fine). But of course, with h2.exe, the scale option is...
When I run Hexen II, I get 72 frames per second (as expected). However, today I set up a HexenWorld server on a remote Linux machine, connected to it with the client and noticed that the frame rate is limited to 31 frames per second. This happens regardless of the HexenWorld client used (hwcl.exe or glhwcl.exe). Could anyone please advise me what to do to remove this limitation? Is it possible, or is it something hardcoded? I assume that the frame rate may possibly be limited by some server setting...
oslibs: rebuilt libvorbisidec for djgpp again ,
rebuilt libvorbisidec from lowmem branch with comments loading disabled
hexen2, R_RunQuakeEffect(): fix q_sincosrad typo from commit c3609eab1
hexen2, R_RunQuakeEffect(): fix q_sincosrad typo from commit c3609eab1
updated 1.5.10 release date.
re-diff'ed some of the optional patches so that they apply cleanly
remove m68k-amigaos stuff from documentation.
Revert "r_misc.c: don't use Cvar_Set in R_SetupFrame in multiplayer"
revert Cmd_MoveToFront and Cvar_MoveToFront micro-optimizations.
Revert "amiga: fixed the SV_SpawnServer race condition on meso2 and romeric5"
remove rest of m68k-amigaos3 support code from sources.
remove m68k-amigaos support from opengl code.
remove m68k-amigaos assembly stuff.
remove m68k-amigaos target-specific source and libraries
remove m68k-amigaos target from makefiles
@bszili: I'll be dropping support for m68k-amigaos for 1.5.10 today: will send you an email for it. P.S.: Created a m68k-amigaos branch in git if someone wants to mess with it later..
Great that you found the culprit. It's troublesome that one file system from a former version being incompatible ...
culprit found i had ffs from amigaos 3.2 as filesystem witz pfs3 19.2 it works seems it is incompatible with ffs
I also tested on my A600 where I updated from amigaOS 3.2.2 to 3.2.3 Same error So I assume its an incompatibility with AmigaOS 3.2.3 PS: There also seems to be a problem when using TankMouse driver from AmiNet for the Wireless Tank Mouse scroll function: The game always searches for a MOUSE3 event
I also tested on my A600 where I updated from amigaOS 3.2.2 to 3.2.3 Same error SonI assume its an incompatibility with AmigaOS 3.2.3
Well, then there won't be m68k-amigaos binaries in 1.5.10 release
Unfortunately I no longer have my old GCC3 toolchain I used with cygwin, so I can't produce executables that are stable. I once tried to build it from source by applying patches, but had no luck. GCC becomes increasingly difficult to compile as the version number difference gets bigger.
@bszili: Can you produce working binaries so that I can replace those in the 1.5.10 lha above?
SnoopDos shows many FAILs here... no idea why. It only happens with Hexen 2 :)
When multiple things change it can be difficult to say what broke something. Often the only solution is to revert things one by one until you find the culprit.
I had an older version before that, saving worked there... but together with upgrading to 1.5.9 I also upgraded from AmigaOS 3.2.2 to 3.2.3 - but I assume that should be no problem.
I have no problems with saving, directory creation and the rest works fine here.
It should be set to no OK, I just disabled Bebbo toolchain in all makefiles. (See latest git.)
Makefiles: disable Bebbo's GCC6 toolchain by default for m68k-amigaos3
Strange: When copying the whole game dir to RAM and starting it from here, saving works. Copying the savegame back to my internal drive loads the game, but I can't save again. I have no issues with other games... Quake 1, 2, AmiDuke and so on with saving. As I understand, directory creation is failing for who knows why.. @bszili: Can you have peek at that?
It should be set to no, it's no longer publicly available for the time being. OK, will do The 1.5.10 version you linked doesn't work for me. It produces a lot of illegal memory accesses and it has broken in-game grahpics. Hmph. I have only one toolchain, that means I can't build a working binary for m68k-amigaos3. Can you create a working binary yourself? P.S.: IIRC, the build defaults to clib2. I wnder if anything changes if built for libnix...
Strange: When copying the whole game dir to RAM and starting it from here, saving works. Copying the savegame back to my internal drive loads the game, but I can't save again. I have no issues with other games... Quake 1, 2, AmiDuke and so on with saving.
Strange: When copying the whole game dir to RAM and starting it from here, saving works. I have no issues with other games... Quake 1, 2, AmiDuke and so on with saving.
It should be set to no, it's no longer publicly available for the time being. The 1.5.10 version you linked doesn't work for me. It produces a lot of illegal memory accesses and it has broken in-game grahpics.
@bszili and @sezero sadly the .10 version doesn't work too. It has graphical glitches - saving brings the same error as with .9 FS_CopyFile: Unable to create directory Error copying PROGDIR:data/demo1.gip tp PROGDIR:data1/s0/demo1.gip Host_Error: Host_Savegame_F: The game could not be saved properly. It wonders me, because I only used F2 or F6 to save a game. Why does it want to save a demo? Are there some additional startup icons I can set in the icon?
@bszili and @sezero sadly the .10 version doesn't work too. It has graphical glitches - saving brings the same error as with .9 FS_CopyFile: Unable to create directory Error copying PROGDIR:data/demo1.gip tp PROGDIR:data1/s0/demo1.gip Host_Error: Host_Savegame_F: The game could not be saved properly. It wonders me, because I only used F2 or F6 to save a game. Why does it want to save a demo?
I never had this issue, OK then, to be sure: Does the new build I linked above behave properly? If it's good, I'd like to use that in 1.5.10 release (I hope I do the release before a million years more..) but compiling the game with the new toolchain is probably not a good idea. There are some optimizer issues causing random crashes I never managed to track down. Ah, I remember that you liked the new bebbo toolchain.. Should we change the BEBBO_TOOLCHAINoption to noin the Makefiles, then?
I never had this issue, but compiling the game with the new toolchain is probably not a good idea. There are some optimizer issues causing random crashes I never managed to track down.
I assume that you are using the 1.5.9 release. If that is the case, does this new build help at all? https://uhexen2.sourceforge.net/tmp/hexen2-1.5.10-amigaos-m68k.lha I built that from current (today's) sources in git. However my toolchain is old and it might have bugs. If my new build still has the issue, then @bszili uses a newer toolchain: I'd like to see results from his builds..
I assume that you are using the 1.5.9 release. If that is the case, does this new build help at all? https://uhexen2.sourceforge.net/tmp/hexen2-1.5.10-amigaos-m68k.lha II built that from current (today's) sources in git. However my toolchain is old and it might have bugs. If my new build still has the issue, then @BSzili uses a newer toolchain: I'd like to see results from his builds..
Any idea how I can solve this issue?
As soon as I want to save in the Amiga68k version, I see this error. No savegame is created. A1200, PiStorm32 CM4 and AmigaOS 3.2.3 Any idea? Thanks
@bszili ?
As soon as I want to save in the Amiga68k version, I see this error. No savegame is created. Any idea? Thanks
snd_mpg123.c: support for MPG123_API_VERSION 49 (mpg123 >= 1.33.0)
snd_mpg123: move MPG123_NO_LARGENAME define to our windows mpg123.h
rebuilt libmikmod and libxmp from their latest 3.3.13 and 4.6.3 releases
update license file to latest FSF version
updated 1.5.10 release date.
re-diff'ed some of the optional patches so that they apply cleanly
oslibs, codecs: rebuilt libxmp from the latest 4.6.2 release
SDL rebuild for macOS
Hello there. I haven't posted here in a while, but nonetheless, my interest in the game has not gone away. I have a couple of things to ask: 1) I've grown fond of playing 90s FPS games with texture filtering disabled, meaning I prefer a software-esque look. In the GL executable, I can set GL_Nearest to make sure that level geometry and models have pixel-sharp textures on them, but I couldn't find any setting nor console command for achieving the same for 2D graphics such as the HUD, sprites and particles....
oslibs, codecs: rebuilt libxmp from the latest 4.6.1 release
oslibs, codecs: rebuilt libmikmod from the latest 3.3.12 release.
updated 1.5.10 release date and its release notes.
add support for -userdir cmdline arg to override the hardcoded userdir
use 'obj' output format with nasm in watcom win32 builds
bump github actions runners.
common.c, va(): make VA_BUFFERLEN the maximum of 1024 or MAX_OSPATH
utils/util_io.c: use MAX_OSPATH for filename arrays
updated libmpg123 builds
snd_mpg123.c: define MPG123_NO_LARGENAME
Hello, Hammer of Thyrion: Hexen II crashes Plasma shell at startup, bot hexen2 and glhexen2. Hexen II menu is displayed but the cursor doesn't move, mouse vanishes and the only key press that works is CTRL+AL+DEL. This is on KDE Neon 6.0I have followed the instruction in copying my .pak files from CD, applying the patch and running chmod against data1. Any suggestions? Thanks, Rick
updated COMPILE_TIME_ASSERT macro from latest SDL.
Fix potential infinite loop in S_PaintChannels when playing sounds with loop start >= end (e.g. misc/forcefield.wav from Madfox's kaptlog.zip)
mark R_EdgeDrawing() as noinline, just in case:
software renderer: remove all polygon based drawing code
minor windows clean-ups.
SDL12 rebuild (again...)
SDL12 rebuild.
Silence -Wdangling-pointer warnings from gcc >= 12:
more portable solution for true/false and qboolean issue
fix build in C23 mode
rebuild of few external libs for windows
Figured it out and simplified the menu code within the manner. Thanks for the help. but I also play this kind of games because it's very interesting other thing i want to share one other
updated MS Visual Studio projects
docs/README.dos: mention VSBHDA too for PCI sound cards.
fix potential buffer overflow in Mod_LoadAliasFrame