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PostPosted: Thu Dec 07, 2006 3:34 am 
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As of 374 all voice responses are out, whatever their source mifght be...

... and how long has the game been crashing just prior to exit?

With the dustcloud segfaults I hadn't noticed till I fixed that :)


Last edited by zapkitty on Fri Dec 08, 2006 6:07 am, edited 1 time in total.

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PostPosted: Thu Dec 07, 2006 5:47 am 
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zapkitty wrote:
As of 374 all voice responses are out, whatever their source mifght be...

FFS, is there any code change I can make which won't completely screw over someone else? :evil: r374 is the endian change right? Is it just the speech or all sound? I'll take a look later on tonight.

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PostPosted: Thu Dec 07, 2006 5:53 am 
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@zap:

see: http://homesource.nekomimicon.net/sourc ... light=#564

and:
there were some _LINUX_FIX_ME's put in place (well, I changed them to that as per what lmop said to azurief) to temporarily work around this. They can be activated via ./configure --enable-linuxfixme && make, as this was newly added you should regenerate your configure file to get the option.

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PostPosted: Thu Dec 07, 2006 1:20 pm 
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lmop wrote:
FFS, is there any code change I can make which won't completely screw over someone else? :evil:


Not if you want to get things done, and the organizational work you've been doing with the codebase does seem kinda invaluable :D

lmop wrote:
r374 is the endian change right? Is it just the speech or all sound? I'll take a look later on tonight.


Just voices, but all voices. Other sound seems perfectly fine.


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PostPosted: Thu Dec 07, 2006 1:24 pm 
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nova wrote:
@zap:
(re game hanging on exit)
see: http://homesource.nekomimicon.net/sourc ... light=#564
and:
there were some _LINUX_FIX_ME's put in place


That worked... so I can go ahead and put those fixme's around the code that fixes the dustcloud segfaults... hmmm...


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PostPosted: Thu Dec 07, 2006 3:28 pm 
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zapkitty wrote:
Not if you want to get things done, and the organizational work you've been doing with the codebase does seem kinda invaluable :D

Why, thank you very much.

Speech should be fixed in r376. It was the single instance of a particular #if condition and since I don't have sound it didn't make any difference to the way my build behaved. As it happens the test wasn't needed anyway so I removed it - so at least some good came out of this! :) Sorry for the inconvenience in the meantime.

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PostPosted: Fri Dec 08, 2006 6:04 am 
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lmop wrote:
Speech should be fixed in r376. It was the single instance of a particular #if condition and since I don't have sound it didn't make any difference to the way my build behaved.


Speech returns!... :)

I know the problem is Relic's custom sound deal, but when do you hope to have sound on the Mac?


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