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CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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doomjedi
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PostPosted: Wed Apr 10, 2019 10:54 pm
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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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 0.3.0 - with support for Catacomb Apocalypse
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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 0.3.0 - with support for Catacomb Apocalypse
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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 0.3.0 - with support for Catacomb Apocalypse
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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
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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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 0.3.0 - with support for Catacomb Apocalypse
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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 0.3.0 - with support for Catacomb Apocalypse
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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
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Hmm... the plot thickens. Laughing
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PostPosted: Fri Aug 23, 2019 2:22 pm
   Subject: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Version 0.3.0 is released!

New in this release, among various fixes, is support for the Catacomb Apocalypse!
That means from now on the full Catacomb Adventure trilogy can be played with CatacombGL.

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PostPosted: Sun Aug 25, 2019 1:42 pm
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Still SDL_GL_CreateContext failed: wglMakeCurrent(); for me sadly...

I updated the wiki though.

https://catacomb.miraheze.org/wiki/CatacombGL

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PostPosted: Sun Aug 25, 2019 9:30 pm
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Technopeasant wrote:
Still SDL_GL_CreateContext failed: wglMakeCurrent(); for me sadly...
Uh, is your folder marked as "read-only"?
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PostPosted: Tue Aug 27, 2019 8:20 am
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Technopeasant wrote:
Still SDL_GL_CreateContext failed: wglMakeCurrent(); for me sadly...

I updated the wiki though.

https://catacomb.miraheze.org/wiki/CatacombGL

I'm sorry that it didn't work for you (again). You may have to wait a while for proper native Linux support. Sad
Thanks for updating the wiki page!
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PostPosted: Tue Aug 27, 2019 8:02 pm
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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It's working for me in WINE. I like the addition of enabling a Run button. Smile
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PostPosted: Thu Sep 12, 2019 6:35 pm
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Yeah, I am fairly sure that Wine is not in fact the problem. There must be something else going on.

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PostPosted: Sat Sep 14, 2019 7:09 am
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Again, is the "read-only" function enabled in its current folder? You can find out by right-clicking the folder and selecting "Properties".
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PostPosted: Sun Sep 15, 2019 10:45 am
   Subject: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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There was a read-only function on the folder, but changing it did not fix the problem sadly.

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PostPosted: Sun Sep 15, 2019 1:27 pm
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Okay - what version of Windows are you using?
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PostPosted: Tue Sep 17, 2019 7:40 pm
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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He sent me a patch that fixed the problem. Seems it was cruft in the SDL window initialization code.

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PostPosted: Wed Sep 18, 2019 12:13 pm
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Indeed, the OpenGL problem that Technopeasant encountered turned out to be a bug in my code.
It took me a while to realize that by accident I was creating an OpenGL rendering context twice. For the same window. Apparently there are some OpenGL drivers that do not like that. So the fix was to create only one OpenGL rendering context, as it should be.

Many thanks to Technopeasant for reporting this issue and testing the fix! 😊
I haven't decided yet whether I should do an intermediate release, or perhaps bundle the fix with the next big update.
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PostPosted: Wed Sep 18, 2019 6:03 pm
   Subject: Re: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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With enough eyeballs all bugs are shallow. Cool

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PostPosted: Mon Sep 23, 2019 12:03 pm
   Subject: CatacombGL 0.3.0 - with support for Catacomb Apocalypse
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Here's a work-in-progress screenshot of Catacomb 3-D running in CatacombGL. I slightly modified the status bar, to make it suitable for widescreen resolutions.

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