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CatacombGL - a Windows source port for the Catacomb Abyss
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doomjedi
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PostPosted: Wed Apr 10, 2019 10:54 pm
   Subject: Re: CatacombGL - a Windows source port for the Catacomb Abyss
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Ok, will try Smile

Previous versions worked.

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PostPosted: Sat Apr 20, 2019 3:29 am
   Subject: CatacombGL - a Windows source port for the Catacomb Abyss
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Thanks, doomjedi.

Someone on Twitter also experienced a crash. The problem with the current code base is that it lacks extensive error checking, as it assumes all is well when initializing the SDL framework and renderer. I'm currently improving that, such that unexpected problems can be logged to a text file. I aim to release an updated version within a few weeks.
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PostPosted: Sat Apr 20, 2019 5:42 am
   Subject: Re: CatacombGL - a Windows source port for the Catacomb Abyss
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That would be great, yeah.

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PostPosted: Tue May 14, 2019 1:15 pm
   Subject: CatacombGL - a Windows source port for the Catacomb Abyss
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CatacombGL v0.2.1 Alpha is released. There are no new features in this release, just various bug fixes.

Based on the crash report from doomjedi, I did a test where I started and stopped the game many times in a row. Eventually I actually did manage to reproduce a crash several times. Shocked After some digging I found a very nasty buffer overflow issue in the code which loads the location names. I fixed it, and didn't see the crash anymore. So hopefully this new release will help. Smile
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PostPosted: Sat May 25, 2019 3:50 pm
   Subject: Re: CatacombGL - a Windows source port for the Catacomb Abyss
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I tried running this through Wine and got a SDL_GL_CreateContext failed: wglMakeCurrent(); error.

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PostPosted: Sun May 26, 2019 6:36 am
   Subject: Re: CatacombGL - a Windows source port for the Catacomb Abyss
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Technopeasant wrote:
I tried running this through Wine and got a SDL_GL_CreateContext failed: wglMakeCurrent(); error.

Thanks for your interest and problem report! Apparently there is a failure in setting up OpenGL.
I'm not a Linux user, so I cannot easily reproduce this. In fact, possibly you might be the very first one who tries to run CatacombGL with Linux/Wine.
Ultimately, what would help you the most is a native Linux binary or at least the possibility to compile the source code for Linux. So far I did try to minimize the amount of Windows specific calls in the code, because at some point I would like to have support for Linux. But not before I have all four games up and running...
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PostPosted: Sun May 26, 2019 11:00 am
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Given it is OpenGL and SDL that is raising the error, (all cross-platform frameworks) it is quite possibly an OS agnostic issue that might have more to do with my hardware setup. But it is hard to tell.

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PostPosted: Mon May 27, 2019 12:39 pm
   Subject: Re: CatacombGL - a Windows source port for the Catacomb Abyss
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wglMakeCurrent() is essential for OpenGL applications. If it failed due to a graphics hardware or driver issue, then I would expect that any other OpenGL application would fail to run as well on your system. So if another OpenGL application, like for example GZDoom, would run on your system, then that would rule out a hardware or driver issue.
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PostPosted: Mon May 27, 2019 5:36 pm
   Subject: Re: CatacombGL - a Windows source port for the Catacomb Abyss
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Arno wrote:
Technopeasant wrote:
I tried running this through Wine and got a SDL_GL_CreateContext failed: wglMakeCurrent(); error.

Thanks for your interest and problem report! Apparently there is a failure in setting up OpenGL.
I'm not a Linux user, so I cannot easily reproduce this. In fact, possibly you might be the very first one who tries to run CatacombGL with Linux/Wine.
Nah ... I ran this port in WINE, also. Smile Haven't tried the newest version of this EXE, though.
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PostPosted: Thu May 30, 2019 6:42 pm
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Hmm... the plot thickens. Laughing
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