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If a room has more than 1500 vertices, the game crashes on load. In TombATI, levels can load where rooms exceed this limit, but this seems to be down to luck with the original memory layout, so it's in effect an OG bug/limitation.
The text was updated successfully, but these errors were encountered:
This replaces the fixed vertex buffer size of 1500 with a maximum value
read from the level - so the "biggest" room, object or static mesh
will determine the array size.
ResolvesLostArtefacts#1398.
lahm86
added a commit
to lahm86/TRX
that referenced
this issue
Jul 2, 2024
This replaces the fixed vertex buffer size of 1500 with a maximum value
read from the level - so the "biggest" room, object or static mesh
determines the array size.
ResolvesLostArtefacts#1398.
lahm86
added a commit
to lahm86/TRX
that referenced
this issue
Jul 2, 2024
This replaces the fixed vertex buffer size of 1500 with a maximum value
read from the level - so the "biggest" room, object or static mesh
determines the array size.
ResolvesLostArtefacts#1398.
This replaces the fixed vertex buffer size of 1500 with a maximum value
read from the level - so the "biggest" room, object or static mesh
determines the array size.
Resolves#1398.
If a room has more than 1500 vertices, the game crashes on load. In TombATI, levels can load where rooms exceed this limit, but this seems to be down to luck with the original memory layout, so it's in effect an OG bug/limitation.
The text was updated successfully, but these errors were encountered: