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Source Code Update Saturday, August 30, 2003

An updated version of the source code has now been added to the download section. This update contains a few new features and several changes to the code base to help people that are porting Cipher to new platforms. It is currently marked as beta while the new features are tested. It is probably also worth mentioning that the zip file does not contain the entire code base, but only selected projects. This update contains the following changes...

  • First pass at the FMV playback system. This is not complete and I have not uploaded the new tools for generating FMV files yet, since this feature is not done (the audio still needs to be added). If you are specifically interested in testing this, let me know and I will make sure you get a copy of the new tool.
  • Fixed a copyright message in the console.
  • Fixed a signed/unsigned bug in the memory manager that effected some platforms.
  • Fixed a build error in client.c on Linux builds.
  • Fixed a build error in ui.c on Linux builds.
  • Fixed a bug in r_model.c that was trashing the stack on Linux. This could have effected PC builds as well, though the symptoms have never shown up.
  • ciphertool updated so that the makebsp command respects the asepath.
  • Updated New Game Wizard to make it clearer that it only produces source code, and you need to compile it before you can run the default project it creates for you.
  • Updated to the latest standard jpeg library from The Independent JPEG Group. Updated Cipher so that it can decompress jpegs in memory. This should solve all the problems people were having when porting the jpeg loading stuff in Cipher.
  • Fixed bug in the filesystem that would cause infinite loops if the host OS's file system used forward slash as its path separator.
  • Changed Cipher's random number functions to use CIPHER_RAND_MAX instead of RAND_MAX, as this was wildly different on different platforms. The new constant is the same on all platforms.
  • Added new skeletal animation blend mode. "Force" makes it possible to force a given bone in an animation into a specific pose using a matrix. The docs will be updated soon to explain how this works.


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