
Reference Figure A: Following LRR and disabling dual mouse before parsing the command line.
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This bug is also triggered by the "Freeze" mode (where the game has an update time of 0.0f, without actually using in-game pause features), meaning that it's likely related to the elapsed game time being 0.0f. Try switching view modes between first and second person, leaving to topdown view and re-entering, or walking around in FirstPerson view. Pause the game / or focus on another window if you have LoseFocusAndPause TRUE in Lego.cfg.Start a level and enter any First Person view mode.It can usually be forced after 10 seconds of fiddling, if it doesn't happen on the first try. The issue is very common, but not 100% consistent. This issue also affects the Lego*::Levels::::StartFP TRUE property, as there's a high chance the screen will be unusable when first viewing the level from first person. This issue persists in both Eye and Shoulder View, and will only reset once switching back to Topdown view. When pausing the game in first person, there's a high chance that the entire 3D space of the screen will turn a solid colour (presumably the fog colour). Source of bug is from ignoring the TFM_PIXEL_BLENDING flag during Mesh_ParseLWO (which is how the newer Gods98 source was doing things).(partial) One inconsistency found (ambient set to 1.0f instead of 0.0f), but it's not thecause of the issue.

Source of the bug is engine/gfx/Mesh module.Finally, the issue needs to be identified as either a bug (or difference from LegoRR) in the referenced Gods98 source, or a bug created when porting to C++ Interface calls and other conventions.Once module(s) have been identified, begin slowly re-hooking functions until the source of the issue can be narrowed down.(worst case may be in engine/core/Utils, where certain string parsing may be failing) If this does not solve the issue, then there may be additional problems in engine/Main, or possibly even engine/drawing/DirectDraw.

