Age | Commit message (Collapse) | Author |
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With different languages text should be placed to fit on the screen
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That will be useful for i18n. Let's suppose all the versions have all
the characters.
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That will let us adapt from different packaging across Versailles
editions.
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There is a bug introduced in WME Lite.
Testcase:
1. Download https://github.com/lolbot-iichan/wme_testsuite/tree/master/slider_test/packages
2. Download https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/wmelite/wmelite_10_win.zip
3a. Run game.exe -> Slider moves with the mouse while it is pressed and
released when mouse is released
3b. Run wmelite.exe -> Slider is never released
3c. Run ScummVM -> Slider is never released
Related bugs:
https://bugs.scummvm.org/ticket/6567
https://bugs.scummvm.org/ticket/9861
Reason: slider is a button object that changes it's X until "LeftRelease" event is revieved and breaks the endless loop.
Sample code: https://github.com/lolbot-iichan/wme_testsuite/blob/master/slider_test/data/interface/system/speechvolume.script
However, WME Lite does not send "LeftRelease" events to any objects, if Game object can handle such event, even is game is frozen and UI is shown.
Original code: https://github.com/lolbot-iichan/Wintermute-Engine/blob/master/src/engine_core/wme_ad/AdGame.cpp#L2218
Changed in WME Lite: https://github.com/lolbot-iichan/wmelite/blob/master/src/AdGame.cpp#L2120
This behaviour was introduced in SVN period of wmelite, I believe it was
made on purpose for handling some iOS scenarios at commit #37 mentioned
on page https://code.google.com/archive/p/wmelite/source/default/commits
My proposal is to mark iOS apps as WME_LITE and fill exact WME_1_X_X/WME_LITE versions for all known
games. WME_1_X_X can be seen by right-clicking on main executable and seems to be non-empty for almost all existing WME games.
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This seems to be some fan-made translation patch. File "string3.tab"
seems to be the only thing translated, and it's stored as a plain file,
outside dcp packages. Patch is applied to original by adding this file.
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Also fixes https://bugs.scummvm.org/ticket/11005
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On undetected game user gets message like this:
```
Matched game IDs for the Wintermute engine: actualdest-win,
basisoctavus-win-cz,
agustin-win, bthreshold-win, bickadoodle-win, bookofgron-win-ru,
carolreed4-demo-win, carolreed5-win, carolreed6-win,
carolreed7-demo-win,
carolreed8-win, carolreed9-win, carolreed10-win, carolreed11-win,
carolreed12-win, carolreed13-win, carolreed14-win, chivalry-win,
corrosion-win,
deadcity-win-cz, dfafadventure-win, dirtysplit-win, dreaming-win,
driller-win,
...
```
It's confusing that some carolreed games are mentioned as demos and some
are not.
Fixed this by reordering them.
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Fixes #11006
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Instead of checking the project type, check the define.
winmm and winsparkle are only required on Windows.
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Rewriting the define list from scratch to disable nasm lost
a lot of important defines set up in the setup phase.
Instead, let's just remove the nasm define and preserve the rest.
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Most prominent bugs fixed is behavior in KP02 and not attacking when near McCoy
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Currently translated at 98.7% (1073 of 1087 strings)
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Currently translated at 100.0% (1087 of 1087 strings)
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Currently translated at 100.0% (1087 of 1087 strings)
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Currently translated at 100.0% (1087 of 1087 strings)
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browser.cpp no longer depends on the target platform since pull request #1414
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And additional bug fixes for font creation and detection of error cases
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C4121 is about 'symbol': alignment of a member was sensitive to packing
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Most of them were due to setting -1 to unsigned values
Else it was bogus unintialized values
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* WINTERMUTE: Add detection for "The Driller Incident"
"The Driller Incident" is a small freeware game for Wintermute,
avaliable in English and Russian: http://questzone.ru/enzi/files/1645
* WINTERMUTE: Add detection table for "One Helluva Day" demo
"One Helluva Day" is a point-and-click adventure demo in English / Czech
/ Russian.
Free download:
https://store.steampowered.com/app/603680/One_helluva_day/
* WINTERMUTE: Support CHARSET property for TT fonts
"// we don't need this anymore" was a mistake =)
Surely, most Wintermute games are either designed for 1252 language
(DE_DEU, EN_ANY, ES_ESP, FR_FRA, IT_ITA, PT_BRA), or don't use TrueType
fonts (5ma, deadcity, grotter1, grotter2, thekite, tib), or use
CHARSET=1 with UTF strings (dirtysplit, reversion1, reversion2, twc),
which meen this conversion is not needed for those games.
However, there are some games that explicitly states CHARSET=10 (driller
(RU_RUS), oknytt (RU_RUS), onehelluvaday (UNK_LANG when playing as
Russian)) and there are some games with CHARSET=1 with non-1252 in mind
(bookofgron (RU_RUS excepts 1251), carolreed4 (RU_RUS excepts 1251),
kulivocko (CZ_CZE excepts 1250)).
This fixes text in some games: bookofgron, carolreed4, driller, kulivocko,
oknytt, onehelluvaday.
* WINTERMUTE: Break savegame compatibility
sizeof(BaseFontTT) was changed, so let's break savegame compatibility
* COMMON: Add conversion tables for win1253 and win1257
* COMMON: Add string conversion from U32String back to Common::String
convertUtf32ToUtf8 code is based on Wintermute::ConvertUTF32toUTF8
convertFromU32String use convertUtf32ToUtf8 for UTF8 or lookup through
conversion table for single-byte encodings
* WINTERMUTE: Use Common::convert functions for non-UTF charsets
* WINTERMUTE: Fix whitespaces at detection tables
* WINTERMUTE: Add TODO comments
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Fixes QFG4 bug #10765. It's preferable to have sanity checks in the
code, rather than crashing due to invalid draw rectangles from buggy
game scripts. It's no use checking which specific interpreter versions
had sanity checks and trust the game scripts of the other interpreters.
Thus, it's easier and safer to always enable these sanity checks.
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