SWF movie loading crashed with __debugbreak when the window height was
below 720px (e.g. after leaving exclusive fullscreen). The fallback
chain only tried 720.swf which doesn't exist. Now falls back through
720 -> 1080 so scenes always find a valid SWF.
Three issues fixed:
- Save file path used hardcoded saveData.ms but new 4JLibs names files
as <title>.ms. ReadLevelNameFromSaveFile now constructs the correct
path with fallback to saveData.ms for old saves.
- The level.dat code path for reading the hardcore flag (sidecar rename)
returned early without ever parsing level.dat. Now stores the sidecar
name and continues to read the hardcore flag from NBT.
- The thumbnail host options path could overwrite m_bHardcore to false.
Now only upgrades to true, never downgrades.
- Load menu constructor and tick handler both lock difficulty slider to
Hardcore and gamemode to Survival when hardcore is detected.
- Hide title logo on load menu to match create world menu.
- Remove shadowcolor from font tags (Iggy doesn't support multiple)
- Enforce HTML text mode on chat labels and jukebox
- Move IDS translatable pattern matching into FormatChatMessage
- Add §r (reset) color code support
- Fix message truncation to count visible characters, skipping HTML tags
- Fix CJK truncation using raw index instead of visible char count
fixes:
fishing rod crashing in enchantment table
updated more swfs that were not updated in a recent merge
sort costs in ascending order
randomise enchantment seeds for new players
A comma between "item.armor.equip_generic6" and "damage.critical" was
accidentally dropped during an upstream merge, causing the two entries
to be concatenated into a single string literal at compile time.
This produced an invalid sound key and led to crashes when:
- equipping armor
- triggering critical hits
The hardcore difficulty label was using the raw string ID `IDS_HARDCORE` (oops)
instead of a localized string, which caused a crash in the UI.
Replaced `IDS_HARDCORE` with `app.GetString(IDS_HARDCORE)`
Add virtual `canMoveSlider` method to UIScene base class and override it
in both LoadMenu and CreateWorldMenu scenes. The method returns false
when attempting to move the gamemode slider while hardcore mode is active,
effectively locking the slider in that state.
The UIController now checks `canMoveSlider` before initiating a slider
drag and during ongoing drag updates.
Replace the hardcoded string literal "Hardcore" in the difficulty slider
label with the localization resource identifier `IDS_HARDCORE` in both
the load menu and create world menu scenes.
Replace the ArchiveFile-based media asset loading system with a new
FolderFile implementation that reads files directly from a folder
structure instead of from compressed .arc archives. This change
simplifies asset management and eliminates the need for pre-packaged
media archives.
Key changes:
- Added FolderFile class that indexes and reads files from a folder
- Updated Consoles_App to use FolderFile instead of ArchiveFile
- Modified CMake asset copy configuration to exclude platform-specific
media folders instead of .arc files
- Updated platform-specific media path references to point to folders
instead of .arc files
This enables easier development and debugging by allowing direct access
to media files without requiring archive extraction or repackaging.
When a new player was whitelisted while they were sitting on the join screen, their next attempt would insta-kick before the world ever loaded, and the retry after that would let them in for roughly 20 seconds before booting them with "connection closed". Two separate bugs were colliding.
The first kick was a stale cancel flag on the client. When the server rejects a join, the "Connecting to host..." screen tears down, and its teardown path fires the cancel callback defensively. That flag would latch on without ever being consumed, so the very first tick of the next join attempt saw it and immediately closed the fresh connection. Clearing the flag when a new join starts prevents this.
The second kick was an orphan on the server. When the first failed join's TCP dropped, its slot got recycled for the next successful join, but the half-built login object from the broken attempt was still in the pending queue. 30 seconds later its "login took too long" timer fired, and the disconnect packet it tried to send was routed to whoever currently held that slot, which was now the new in-world player. It landed on their live socket and kicked them. Telling the game's Socket layer about the TCP drop lets the orphan clean itself up, and refusing to write on an already-closing socket stops any late packet from leaking into the recycled slot.