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@krzys_h : Sure. Well, that's probably because I didn't ever did a bigger version of this render: https://github.com/colobot/colobot-data/...intro1.png
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because I'm still using this one and it's boring http://i.imgur.com/rqDrMrl.png
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@RaptorParkowsky Later make a version branded with full Colobot title at the top for my new wallpaper pleeeeaseee Wink
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Sparkles or Firework. What was first? Discover it by yourself: http://i.imgur.com/6UgxIsB.png - Now only makeshift textures and materials for Firework model left to do and I can render it in 2K.
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@tomangelo I don't get it
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@kevinvr that is a known problem with 0.1.8, use the latest dev version or wait for next release
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will reload and try again without any old saves.
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don't know why but now missions crash as soon as I start shooting ants , wasps and stuff.
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@tomangelo put it on github, I'll forget otherwise Tongue
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And did make clean before compiling
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And repo and MSYS are both up-to-date
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Don't want to bring bad news, but still got SIGSEGV in CBOT code when loading levels http://pastebin.com/LcDcxN7L
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It will be a lot work though.
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I think we should find some automated way to place such safeguards in CBot code or at least detect where these unsafe calls are used and correct them manually.
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But it is still undefined behavior. Code should check if pointer is null and only call the method if it's not null.
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This happens when you call a non-static, non-virtual method on null pointer. Since they are usually implemented as normal functions with hidden pointer, nullptr is simply passed to it and called as usual.
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Comparing this to nullptr means there's a severe problem in your code because something like this should never happen in the first place. It's a play on undefined behavior.
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Quite interesting, comparing to nullptr is very common in code, but it was never optimized out from it. Or at least it didn't make such impossible to overlook results.