MechCommander 2 Fix Guide

For anyone who is interested in the MechCommander 2 stuff I just wanted to let you know I've posted a guide with all the bugs we've found in our Shared Source Release and how to fix them. You can find the guide at: http://blogs.msdn.com/mklucher/articles/629796.aspx

If you have any comments please let me know!




Answer this question

MechCommander 2 Fix Guide

  • techbuild

    In ACM.cpp (GameOS) it seems all ( ) error handling is broken. Using the same idiom as in the DX proxy src files, but here in error treating the MMRESULT's as HRESULT's. Correct

  • Shubham

    GameOS: Sound Resource.cpp, SoundResource::ReadACM().

    Just pure luck if this has worked. Please meditate upon the difference between memcpy and memmove. One of them is guaranteed to work with overlapped memory, the other is not.

  • tconkling

    GameOS, ControlManager.cpp, CMAcquireControls(). Copy'n'paste bug.
    Towards the end of the function, the "SetExtended(VK_CAPITAL," uses gNumLockMode. Change to gCapLockMode.

  • MITILL

    DS3DSoundChannel::SetPan (in as of yet the unreleased src for GameOS):
    The safety check if v is below -1 Seems to me there could be a copy'n'paste bug there. It seems to be:
    if (v < -1) { v = 1; }
    when it should be
    if (v < -1) { v = -1; }

    Can you ACK

  • CHABdesign

    GameOS, Texture API.cpp, gos_UnLockTexture.

    The STOP if !IsLocked() is missing the actual argument (present in the fmt string). Add Handle to it.

  • John S1

    GameOS, VertexBuffer.cpp, gos_CreateVertexBuffer.

    Unless gos_Malloc works like calloc, i.e. returning zeroed-out memory (I'm fairly sure it doesn't), I think that one needs a "xyzzy->pNext = 0;" just before the call to CreateVB (xyzzy is obviously the newly allocated VertexBuffer).

    For a reason as to why, just see what CreateVB does... :-)

  • MechCommander 2 Fix Guide