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<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to patches</title><link href="https://sourceforge.net/p/uhexen2/patches/" rel="alternate"/><link href="https://sourceforge.net/p/uhexen2/patches/feed.atom" rel="self"/><id>https://sourceforge.net/p/uhexen2/patches/</id><updated>2021-09-21T08:28:57.464000Z</updated><subtitle>Recent changes to patches</subtitle><entry><title>#4 Animation Frame Interpolation Patch</title><link href="https://sourceforge.net/p/uhexen2/patches/4/?limit=25#596c" rel="alternate"/><published>2021-09-21T08:28:57.464000Z</published><updated>2021-09-21T08:28:57.464000Z</updated><author><name>Steven</name><uri>https://sourceforge.net/u/stevenaaus/</uri></author><id>https://sourceforge.netf6af45a307f657d58c06c2be3fa61956a7bcd8b7</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Awesome matey, thanks. Ozkan's 0001 patch works fine for me on my Mac.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>#4 Animation Frame Interpolation Patch</title><link href="https://sourceforge.net/p/uhexen2/patches/4/?limit=25#905d" rel="alternate"/><published>2021-09-21T08:17:06.757000Z</published><updated>2021-09-21T08:17:06.757000Z</updated><author><name>Mattias Cibien</name><uri>https://sourceforge.net/u/mattiascibien/</uri></author><id>https://sourceforge.net82755afa04070a2bbbc251371c300d05bc9373c6</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Ok. I'll adjust the patch&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>#4 Animation Frame Interpolation Patch</title><link href="https://sourceforge.net/p/uhexen2/patches/4/?limit=25#ce6d" rel="alternate"/><published>2021-09-21T08:11:19.537000Z</published><updated>2021-09-21T08:11:19.537000Z</updated><author><name>Ozkan Sezer</name><uri>https://sourceforge.net/u/sezero/</uri></author><id>https://sourceforge.netafcd87f03f96978a9757447fbdd8dc9560b42248</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;blockquote&gt;
&lt;p&gt;but I'll do my best to test it thorugh the game and the expansion.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Yes please.&lt;/p&gt;
&lt;p&gt;(BTW, your v2-patch still has some of the pedantic issues:&lt;br/&gt;
The one I attached above has things right.)&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>#4 Animation Frame Interpolation Patch</title><link href="https://sourceforge.net/p/uhexen2/patches/4/?limit=25#0fae" rel="alternate"/><published>2021-09-21T07:50:28.836000Z</published><updated>2021-09-21T07:50:28.836000Z</updated><author><name>Mattias Cibien</name><uri>https://sourceforge.net/u/mattiascibien/</uri></author><id>https://sourceforge.nete7fe6616d3c5d519f075ba494c9ec6a115a48240</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Here is the new patch with the modifications you asked.&lt;/p&gt;
&lt;p&gt;Regarding testing: this was merely an excercise to explain frame interpolation to a collague so it was not exensively tested but I'll do my best to test it thorugh the game and the expansion.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>#4 Animation Frame Interpolation Patch</title><link href="https://sourceforge.net/p/uhexen2/patches/4/?limit=25#2a10" rel="alternate"/><published>2021-09-20T16:03:36.406000Z</published><updated>2021-09-20T16:03:36.406000Z</updated><author><name>Ozkan Sezer</name><uri>https://sourceforge.net/u/sezero/</uri></author><id>https://sourceforge.net6cba1ee41cc2ecda9ee7442bec3ac3e38813ee14</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Some pedantry:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;No author name comments: they are ugly, not a big fan. Instead,&lt;br/&gt;
  we usually give credit in docs/AUTHORS file.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;The new cvar is defined wrong: the last field is not a boolean&lt;br/&gt;
  but a flag, so it should be CVAR_ARCHIVE, not true.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;When checking a cvar's value as a boolean we use it's 'integer'&lt;br/&gt;
  member instead of 'value' when possible.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Newly added 'Blended' procedures and the lastpose0 var should be&lt;br/&gt;
  static to gl_rmain.c.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Additions to entity_t structure should be guarded by GLQUAKE&lt;br/&gt;
  because the patch only touches OpenGL path.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Whitespace style should match other places.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Attached a revised patch which does the above changes.&lt;/p&gt;
&lt;p&gt;Question: Have you extensively tested the patch in the whole game&lt;br/&gt;
in all episodes and maps, including the Portal of Praevus mission&lt;br/&gt;
pack?  IIRC, this functionality can be a tricksy one.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>#4 Animation Frame Interpolation Patch</title><link href="https://sourceforge.net/p/uhexen2/patches/4/?limit=25#356d" rel="alternate"/><published>2021-09-20T14:56:42.629000Z</published><updated>2021-09-20T14:56:42.629000Z</updated><author><name>Mattias Cibien</name><uri>https://sourceforge.net/u/mattiascibien/</uri></author><id>https://sourceforge.net968df07b1a9c696348f97794d105b04e0d905ecd</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;If accepted I can continue to work on this providing both pos/rot and shadows.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Animation Frame Interpolation Patch</title><link href="https://sourceforge.net/p/uhexen2/patches/4/" rel="alternate"/><published>2021-09-20T14:55:56.027000Z</published><updated>2021-09-20T14:55:56.027000Z</updated><author><name>Mattias Cibien</name><uri>https://sourceforge.net/u/mattiascibien/</uri></author><id>https://sourceforge.net3eb89bcfce0a6eabeb39cf070570ad1cb8355c94</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;This adds animation frame interpolation (no pos/rot or shadows) and it is loosely based on what is found here for quake.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Fix for crosslevel with spawnflag 8</title><link href="https://sourceforge.net/p/uhexen2/patches/3/" rel="alternate"/><published>2010-02-21T13:49:50Z</published><updated>2010-02-21T13:49:50Z</updated><author><name>Keith Rozett</name><uri>https://sourceforge.net/u/userid-980762/</uri></author><id>https://sourceforge.netad68cf1f45b00e335b39e09e95142e79a32b354d</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The original gamecode has a bug that prevents any crosslevel triggers from working if they use spawnflag 8. This is most noticeable in the original Hexen II, where one of the prizes in the Temple of Mars doesn't appear.&lt;/p&gt;
&lt;p&gt;You can test the bug yourself by making a small level with a button that targets a crosslevel trigger using spawnflag 8, and then a separate level with a crosslevel_target trigger attached to something like an item spawner. The spawner will never create the item. But if you use any other spawnflag number, the item spawner will work correctly.&lt;/p&gt;
&lt;p&gt;I traced the bug down to subs.hc, which defines a constant SPAWNFLAG_ACTIVATED, with a value of 8. There is a function called InitTrigger, which deactivates the trigger if its spawnflags match this flag... but that shouldn't happen since crosslevel triggers can't be deactivated anyway. I made a lazy fix by setting the inactive property to FALSE on the trigger after calling InitTrigger. This fixes the problem with no ill side-effects, from what I can tell.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Grab mouse in window mode after save</title><link href="https://sourceforge.net/p/uhexen2/patches/2/" rel="alternate"/><published>2008-10-18T09:34:22Z</published><updated>2008-10-18T09:34:22Z</updated><author><name>plusminus</name><uri>https://sourceforge.net/u/plusminus/</uri></author><id>https://sourceforge.netbee16b9eb767405cdf305ec6618770471630d350</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;In windowed mode, when you save using the menus the game quits the menu without grabbing the mouse properly. This should fix it. &lt;/p&gt;
&lt;p&gt;I don't *think* there are any other cases where this happens, other than saving in SP and MP, but maybe I missed one. I have no idea if hexenworld has similar issues.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>mouse buttons 4 and 5</title><link href="https://sourceforge.net/p/uhexen2/patches/1/" rel="alternate"/><published>2005-01-23T11:28:41Z</published><updated>2005-01-23T11:28:41Z</updated><author><name>Julien Langer</name><uri>https://sourceforge.net/u/bluti/</uri></author><id>https://sourceforge.net82e70fdc978f7d83032dfaf701a8fe0d4b61f0dc</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;attached is a little patch to enable mouse buttons 4&lt;br /&gt;
and 5 (thumb buttons) which newer mice have.&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>