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Re: Random Normal2x Crash

Release mode too, yes, and actually I just realized my test with Release version 0.72 was flawed; the game actually crashed because the cycle count fell too low for the game. I'll check other output= later ------- It happens in 0.72 release as well with output=overlay and scaler=normal2x. I'm trying …

Re: Random Normal2x Crash

I'm using MSVC++ 2005 Professional; currently running the test with 0.72 manilla. One possible problem is that it looks like I'm compiling with SDL 1.2.13 Headers and lib files, but am in fact using the DLL's from SDL1.2.12 . . . Which may very well be the issue, because I've been having some input …

Re: Random Normal2x Crash

As in, the DOS application (Fragile Allegiance) changed video mode, or the window on my computer did? I had alt+tabbed into and out of the window, but not at the time of the crashes. Also, the screensaver / display did not turn on for the duration of the test (I was doing other things in the …

Random Normal2x Crash

Hey, Thought I'd report what I know on a little bug and see if anyone knows of a quick fix . . . When using the Normal2x scaler, I encountered a crash in render_simple.h in the SCALERFUNC line (~83). It turns out the variable line0 had an invalid pointer in it. . . from the iterating variables, it …

Re: Fragile Allegiance IPX Multiplayer

Apparently I need to update my repo . . . I'll post another binary when I've done that. ... Ok, it looks like that fixed that issue. At least, it fixed it if I up the minimum cycles from 100 to 1000. So now, I present 0.72walt_b6. Enjoy :) Let us know if it works, Philzero (and Bobo, if you're still …

Re: Fragile Allegiance IPX Multiplayer

Alright, I recompiled the EXE with Qbix's clock sync (I made it update slightly more frequently than he had it for this version, just because of how my computer was responding and lagging) and then ping adjustment provided by HAL. The version stamp on your dosbox window should read 0.72walt_b5 if …

Re: Fragile Allegiance IPX Multiplayer

Hal, the ping request is because, when the ping command runs, it sets up a separate listener loop WHILE THE NORMAL LISTEN LOOP is still running. That's why it doesn't always show up; sometimes it isn't picked up by the ping command's loop. Can you give me any more info (specific src files to look at …

Re: Fragile Allegiance IPX Multiplayer

Yeah, I saw those... I think they're just the coder boasting about UDP though (it's nice to code for because you don't have to transmit each packet's size before sending the packet's data, for instance). Oh well. I'm checking my reliability protocol for errors that would result in a packet being …

Re: Fragile Allegiance IPX Multiplayer

1. I'm still working out the kinks with the help of bobo. 2. It's not a problem with SDLnet, I think it's a problem with the game's assumptions about IPX networking. ~Guesswork For instance, a lot of dos was based on hardware interrupts... when an IPX packet is received, unless I'm mistaken, an …

Re: Fragile Allegiance IPX Multiplayer

Reply because the problem progressed: So, going on the UDP ordering hunch, I d/led the latest dosbox repository and swapped out all of the SLDNet_UDP functionality for an old reliable UDP implementation I had. Presto - no network flaws whatsoever, even with varying cores. I'm going to investigate a …

Fragile Allegiance IPX Multiplayer

Hey everyone, So a friend and I have been trying for a long time (last week) to get Fragile Allegiance's multiplayer to work using Dosbox's IPX emulation. We are using the CD version of the game, but every time the multiplayer crashes about 5-15 minutes into the game. It reports a "Random seed error …

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