I was looking at disassembled code too, but I couldn't understand it even a bit
Shoutbox archive
@tomangelo it is in fact because of the nullptr check getting optimized out, just checked by comparing the disassembled code - https://github.com/colobot/colobot/issue...-250940786
Is it possible, that it's segvaulting not because of nullptr, but incorrect type of pointer?
Tried to cheat Cbot code by changing returning if this == nullptr, to making things only if this != nullptr, but it's too smart for such trivial hack and still sigsegv.
KrainaGrzybowTV has their own game... WTF is wrong in this world? - https://www.youtube.com/watch?v=OgIkfAzxJnU
@tomangelo : I think this is not necessary at this stage, especially if you can do it more optimal by using normal map. And if you guys want such graphics (of course without raytracing photoreal awesomness), then let's implement finally all optimizations and normal/bump/specular mapping and another post process effects fully controlable in CBOT by MissionController ;P.
Or even not, only 24 tris, so for 8 squares on SpaceShip it's gonna be ~200 additional tris
Still, making such thing to SpaceShip isn't a problem, if someone won't have something against some additional tris (circa 26 tris per square)
@krzys_h : Yep, this will be 16:9/4:3 compatible splashscreen/wallpaper. Currently WIP, as I want to add two Fireworks with sparkles to the background + maybe something else if I will be fast and lucky enough. And this is not SpaceShip floor what I'm doing. It looks similar, but my goal is to make it look like some kind of warehouse or cargo hold.some kind of
And I want that on my wallpaper, that old colobot logo got a bit boring already
Maybe I'll do something when I'll be working on the models. I'm currently working on updated GOLD splashscreen for 15th Anniversary. http://i.imgur.com/V3SCIYy.png
If no one will have any idea, then I'll make both versions and then we could see which one looks better in-game
https://dl.dropboxusercontent.com/s/2wqy.../helm2.png <- should I smooth this line to make more round helm, or keep these bends, still keeping it quite smoothly?
If it'll be good, then I would start optimizing it. It have almost 4k triangles (some of them belong to head), so it's gonna need some lightweighting