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tansy

bldpatch's Issues

Inventory scrolling bug

If you attempt to scroll through your inventory (keys, potions, etc) when the HUD elements have started fading, it will produce peculiar results.

The item selection will be stuck to whatever inventory item you last selected. For example, if you have only a power potion in your inventory, you wait for the inventory to start fading, press the respective key to cycle inventory items again, the power potion in the top right will have disappeared. Even if you wait 1 minute and approach any item in the world, pressing the "Use" key will cause your character to drink the power potion.

The only way to get out of this state where you are locked in your inventory is to wait for the top right HUD elements to completely fade and try cycling the inventory again.

rOpengl crash/doesn't start

Trying to use OpenGL renderer I couldn't start it. It just hangs while starting and all I was able to figure out was to find where it crashes in debugger. From my analysis I concluded it RtlIsActivationContextActive in ntdll.dll (win10). I may be wrong, that's why I put OllyDbg outputs in the paste.
In short words in time debugger shown this:
774BFC2D EB 33 JMP SHORT ntdll.774BFC62

In modules window one can find it is ntdll.dll and its virtual address:

Memory map, item 814
 Address=773E1000

From these I could calculate address of the instruction in ntdll module:

0x774BFC2D-0x773E1000=0x0dec2d

From pexports sorted by address:

RtlSetSearchPathMode    	@1425 ; .text ; RVA 000ddcc0
RtlZombifyActivationContext	@1583 ; .text ; RVA 000de8b0
RtlIsActivationContextActive	@1182 ; .text ; RVA 000deba0
RtlComputeImportTableHash	@790 ; .text ; RVA 000df680
AlpcAdjustCompletionListConcurrencyCount	@12 ; .text ; RVA 000dfaf0

I deduced it has to be RtlIsActivationContextActive ( 0deba0 < 0dec2d < 0df680 ).

If that's right I'd like to know, if not I'd like to know it as well.

(ghost sector) triggers don't work

I discovered weird bug that is not present in original game.

In "Orlok_M10"* right in the beginning of the map on the Puente.py:96:puente=Bladex.GetSector(-47000.0, -31000.0, -68000.0) there is trigger sector that actually does work. But others don't work:
One at (23652.7425363, -33088.0843241, 57712.0584386) (Generadores.py:69:Bladex.SetTriggerSectorFunc("Explanada", "OnEnter", ZombiesExplanada)), (-60366.1027298, -37612.0711444, 47602.0965723), and at last one that spawns Ice golem at (24017.1, -33112.0, 77297.0) Golem.py:79:Bladex.SetTriggerSectorFunc("SalidaFort", "OnEnter", AparicionGolem) (secor defined in defilets.sf:61). This makes the map impossible to finish as ice golem is spawned in trigger sector. Even leaving a map at (33401.2734032, -33112.0711356, 160991.580927) (Final.py:11:Bladex.SetTriggerSectorFunc("Final", "OnEnter", LanzaFinal), ) doesn't work.

One at (-64866.3620572, -36158.1750008, 3747.18307119) works though.

So I was not ale to figure it out.

Analogically, in Tomb_M7 walking into cemetery (54341.29712, 5043.47324237, -135.420851242) does not trigger skeletons (cementerio.py:79:Bladex.SetTriggerSectorFunc("cementerio", "OnEnter", EntroEnTriggerSector)).

Same in Orc_M9 where you cannot finish the level as "lift" does not trigger the function. It's a ghost sector elevador.sf:4: Name => elevador.

$ grep -inH -w elevador *
elevador.py:10:res=ReadGSFile.ReadGhostSectorFile("elevador.sf")
elevador.py:21:Bladex.SetTriggerSectorFunc("elevador", "OnEnter", charElevatorIn )
elevador.py:22:Bladex.SetTriggerSectorFunc("elevador", "OnLeave", charElevatorOut )
elevador.sf:4:  Name => elevador

I think it has something to do with these ghost sectors defined in .sf files.

For example In Tower_M16 map sector Glm11.py:53:DalGurakActSec = Bladex.GetSector(-3400,-7000,18875) works fine (first you have to kill the golem) and activates the associated function DefFuncs.py:980:DalGurakActSec.OnEnter = ActivateGurakGlm, DefFuncs.py:948:def ActivateGurakGlm(sector,entity):.
And ghost sectors 'derr1' (57500, 20500, -11400), 'derr2' (58500, 20700, -23500), on the same map work.
That's something I don't really get here, unless I miss something.

In Desert_M13 at char.Position=(-30500,5000+2000,-19500) the trap doesn't work.

$ grep -inH -w sectortr1 *
trampas.sf:4:  Name => sectortr1
DefFuncs.py:1178:Bladex.SetTriggerSectorFunc("sectortr1", "OnEnter", "")
cripta.py:493:Bladex.SetTriggerSectorFunc("sectortr1", "OnEnter", EntroEnTriggerSector)

I hope it's not just me but check it please.

If I knew where it resides in the code I would try to find a solution or fix to it.

* which you can start in console with Bladex.LoadLevel("Orlok_M10")

Mutilation smoothing groups

Mutilation smoothing groups which correspond to the flats that hide holes can appear floating in mid air if a limb is mutilated which is connected to another limb.

Upgrade the LED editor

Hi smartblade, you have done an amazing job by recovering source code of the game. There is program made by authors of the game which was used to make maps but it seems to be so much time consuming because of 2D editor and recompilation of map every time you make change. So I have list of the changes that needs to be improved. The texture of the map, 2D editor if we can build in 3D view it would save hundred of hours, sometimes there is a problem in making portals how ever they look ok but if you view it in 3D they are totally mess, so you have to make the portal again, and the compiling button which doesnt work. These are problems which are too annoying and thats why the modders doesnt want to make maps

Objects with light anchors cannot cast shadows

Objects which have a light anchor that can be activated, for example, torches, candles and fire weapons cannot cast shadows.
This is the case even if the light itself is set not to cast shadows.
Also applies when the light is not active - burnt out torches for example will not cast shadows even in sunlight.

Breakable walls/floors produce hall of mirror effect

At certain camera angles, the breakable walls/floor will stop rendering. Due to the way portals work, nothing behind the wall itself will be rendered either, causing a hall of mirrors effect. This is especially noticeable when the breakable sector is large.

Sliding doors do not cast shadows until moved

Sliding walls do not cast shadows on the floor until they start moving. They will have shadows cast on themselves tho.

This can be easily seen in Tomb_M7, where if you go up to the "secret" window at the very start of the map, the door that can be opened starts casting a shadow only once the lever has been pulled.

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