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kblaschke avatar kblaschke commented on June 1, 2024 1

This line will segfault if the mesh has an unknown type and won't be loaded. The _mesh pointer isn't checked before this line.

The Beamdog version seems to have a new mesh type animmesh.

Instead of testing for specific types here, checking _mesh to be a valid pointer instead might be advisable.

The GUI was also changed in several places, e.g. the character generation screen now uses a ListBox instead of individual buttons for race selection. The cg_race GFF also seems to have a wrong Obj_Parent tag (PNL_CHR_GENM instead of PNL_CHR_RACE) for the SubRaceButton.

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DrMcCoy avatar DrMcCoy commented on June 1, 2024

Yeah, that the Steam version doesn't work is known. Probably needs a probe and some flag in the engine class, too, to properly distinguish it.

It shouldn't segfault, though, it should just quit with an error :/

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DrMcCoy avatar DrMcCoy commented on June 1, 2024

The Steam version changes quite a lot, in fact. It's very possible that it needs way more work.

Also, I'm not sure if Beamdog is still changing things. That was basically the reason I didn't follow the xoreos' code with the changes back when the it was in beta.

So I guess the first steps are:

  • Write a probe
  • Extend the Version class to detect the Beamdog version, too
  • Implement loading resource with the changed directory layout
  • Find out if the Beamdog NWN version is stable now
  • Check for further changes we need to heed

AFAIK, the videos are using a WebM container with VP8 and Vorbis in them. I had talked to @clone2727 about that back then, though I don't remember if we added all the necessary code to play them already.

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clone2727 avatar clone2727 commented on June 1, 2024

I need to finish the Matroska code for video, but the codec stuff is all done

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