Age | Commit message (Collapse) | Author |
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Currently translated at 98.8% (1074 of 1087 strings)
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Currently translated at 98.8% (1074 of 1087 strings)
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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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