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[jak1] Fix texture-related custom level crash (#2898)
Force FR3 file name for custom levels to be uppercase, fixes the crash described in https://github.com/open-goal/jak-project/issues/2534 and https://github.com/open-goal/jak-project/issues/2897
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@@ -2492,7 +2492,12 @@
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)
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)
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(when (not *debug-segment*)
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;; modified for PC port: never bother with the debug-mode texture login.
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;; it will never work on PC, and it causes problems with custom levels, due to the way that it allocates the link
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;; array for texture-pages that don't exist, which are never then set to false, causing them to be referenced
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;; after the level is unloaded. This probably works fine if you are playing one level at a time, or if the backup
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;; texture page loading actually works.
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(when (or (not *debug-segment*) PC_PORT)
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;; when not debugging, use the "fast" logins. There's no way we can load a texture over the network anyway.
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(set! adgif-shader-login adgif-shader-login-fast)
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(set! adgif-shader-login-no-remap adgif-shader-login-no-remap-fast)
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@@ -3,6 +3,7 @@
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#include "common/util/FileUtil.h"
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#include "common/util/compress.h"
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#include "common/util/json_util.h"
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#include "common/util/string_util.h"
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#include "goalc/build_level/Entity.h"
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#include "goalc/build_level/FileInfo.h"
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@@ -25,8 +26,8 @@ void save_pc_data(const std::string& nickname,
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print_memory_usage(data, ser.get_save_result().second);
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lg::print("compressed: {} -> {} ({:.2f}%)\n", ser.get_save_result().second, compressed.size(),
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100.f * compressed.size() / ser.get_save_result().second);
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file_util::write_binary_file(fr3_output_dir / fmt::format("{}.fr3", nickname), compressed.data(),
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compressed.size());
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file_util::write_binary_file(fr3_output_dir / fmt::format("{}.fr3", str_util::to_upper(nickname)),
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compressed.data(), compressed.size());
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}
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std::vector<std::string> get_build_level_deps(const std::string& input_file) {
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