I've been distracted by Rocket Leauge. I will probably have some chance to try this weekend with the extra Holiday time! Thank you for your updates.Only added 2 minor fixes for the Level Editor 3D Viewer I forgot about last time, on modern Windows, there is a strange glitch with windowed mode, window sort of flashes every once in a while and when it loses focus, for some reason Windows considers it non-responsive after 5 seconds. Workaround is disabling window ghosting feature. Already took care of that for the game with Windows 8 update of the patch so it's only fair we do the same for 3D Viewer. The second fix is identical to the one that resolves crashing on difficulty screen in the game, probably doesn't do much for the 3D view, but that code is nevertheless executed and it might as well be there, if only for consistency.
Interestingly, the glitch related to the windowed mode (in which 3D view works as well) does not occur when we run the game through dgVoodoo. But dgVoodoo still needs some work done with its fast video memory access option, which, when the author succeeds and makes it work perfectly, should make Drakan run through it perfectly (no slower mouse response and degraded performance with debug messages enabled in developer options). It also doesn't work with Level Editor yet, probably because of mixed DirectDraw + GDI usage.
When I thought the game somehow corrupted its settings that time, it was actually dgVoodoo and enabled debug messages. No wonder resetting settings and NOT turning on those messages fixed it...
mage150, hope you managed to get your game running, couple of nights have passed by now. I'm surprised myself about how many issues have been taken care of by randomly hacking inside game executables.
Yes. There used to be a dedicated drakan server launcher. You could set it in the command line. It was pretty taxing on a machine to run drakan beyond 5-10 players.And did you know the actual max players limit on dedicated server is 64? Really, if you use -maxpayers parameter, it goes that high. The network programmer must have thought about the future.
So what you are saying is, I could probably make a new Drakan map with minimal editor issues? I might actually give it a shot.Woo! I took another look at editor crashing problem and as it turns out, there's really nothing wrong with keeping things in sync using standard window messages. The actual problem were RECURSIVE calls to SendMessage, which in practice, only served to fill up stack space in Windows kernel and when it filled, messages stopped coming through.
Stack space is very random variable which will differ from system to system, is not under our control and we don't care about it anyway. This is why it would crash at different points on different systems. Just one of those bugs that didn't show up immediately in its time I guess.
Knowing this, I was able to implement really elegant solution, replacing SendMessage with SendNotifyMessage (non-blocking SendMessage in this case) where code flow leads to recursion, which seems to be the case in parts dealing with models and characters, judging by spotted keywords.The final result is much better functioning editor that doesn't crash right and left and displays everything that's supposed to show up in 3D.
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