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#vc-text

PegPeregoGaucho
I've recently looked into why XXL crashes if you set it to have more than 255 shadows
PegPeregoGaucho
and it was indeed a __int8 which was being used as a loop counter
PegPeregoGaucho
and the other operand wasn't...
PegPeregoGaucho
However that was not an issue to patch since it was just and and 0xFF
PegPeregoGaucho
But there is now another problem, when rendering or registering new shadows (I think) the game traverses a linked list
PegPeregoGaucho
and if you have it set to more than 255 shadows it will never reach the end and get stuck at some node
PegPeregoGaucho
which is bad, the loop condition is if the pointer is NULL
PegPeregoGaucho
I don't know why this happens yet, maybe with enough work I will get to the bottom of the issue
PegPeregoGaucho
Yep
PegPeregoGaucho
There is a limit you can set
PegPeregoGaucho
and this limit has a limit of 255
PegPeregoGaucho
:Obelul:
PegPeregoGaucho
Kind of silly tho that the developers decided to use 8 bit integers but store it as 32 bit in the level
PegPeregoGaucho
yes
PegPeregoGaucho
You could argue it is because of memory alignment, but even then it doesn't make sense to use 8 bit integers for every task you want to do
PegPeregoGaucho
I think the romaster fixed it by using a vector or something instead of an array with a fixed size
PegPeregoGaucho
Normally it's set to 30 max on screen
PegPeregoGaucho
you can set it to 255 and it works fine
PegPeregoGaucho
but if you want to make the limit >255 then the game shits itself
PegPeregoGaucho
goodnight!