github spacefarergames/AloneInTheDarkReHaunted 1.0.3.2005_PRE
1.0.3.2103

latest releases: 2.3.0.0705, 2.2.0.2704, 2.1.0.2204...
one month ago

Download Link Removed - Version is too out of date. Download a newer version.

1.0.3.2103

Minimal build is provided direct on GitHub that does NOT include the HD Graphics. You'll need to download that from the mirror above.
100% Project Completion:

  • Fixed Guns and Projectiles not working properly — Damage was never dealt and impacts were not being raycasted (This was the biggest issue, game is 100% complete now)
  • Fixed Text Scaling so text overlays now adjust accordingly based on window size / fullscreen size.
  • Fixed the game renderer which now supports automatic rendering of D3D11, OpenGL and Vulkan.
  • Important - Make sure to replace the cfg file (if upgrading to this version) as the text scaling has now changed to a 16pt font, otherwise text will be missing.

Critical Fixes:

  • Fixed 3D objects disappearingGenereAffList used bitwise AND instead of OR when testing actor flags, causing every actor to be incorrectly marked as a background incrust. All 3D characters and objects could vanish as a result.
  • Fixed AllRedraw buffer overrun — The draw loop could read past the end of the Index array when 2D animations were active, leading to crashes or rendering garbage.
  • Fixed findBestCamera crash — An out-of-bounds currentCameraTargetActor index could cause a crash when evaluating camera angles after the target actor was deleted.
  • Fixed AffSpecialObjet division by zero — Particle effects (blood, smoke, evaporation) with END_FRAME set to zero caused a floating-point divide-by-zero crash.
  • Fixed checkLineProjectionWithActors infinite loop — Line-of-sight checks could loop forever when no wall or actor was found along the ray, freezing the game.
  • Fixed throwStoppedAt infinite loop — Thrown objects could enter an unbounded placement search if no valid position existed, freezing the game.
  • Fixed InitViewedRoomList buffer overflow — Rooms with many linked zones and camera-visible rooms could overflow the 30-entry visibility list, corrupting adjacent memory.

High-Severity Fixes:

  • Fixed GereDec out-of-bounds room access — An actor moving to an invalid room index would access roomDataTable out of bounds, causing crashes or unpredictable behavior.
  • Fixed take() inventory overflow — Taking an item when the inventory was full (30 items) would write past the end of the inventory array.

Medium-Severity Fixes:

  • Fixed handleAnim2d animation cycling — The inner loop was missing a break statement, causing animated background overlays to always reset to the first frame instead of cycling.
  • Fixed startAnim2d null pointer crash — Starting a 2D animation before the animation resource was loaded caused a null pointer dereference.
  • Fixed startAnim2d array overflow — Attempting to start more than 20 simultaneous 2D animations would write past the end of the TabAnim2d array.

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