Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-03-04 | XEEN: Fix scroll effect for Clouds of Xeen main menu | Paul Gilbert | |
2018-03-04 | XEEN: Move Credits and Please Wait classes into their own files | Paul Gilbert | |
2018-03-04 | XEEN: Move all the dialog classes to their own sub-folder | Paul Gilbert | |
2018-03-04 | XEEN: Fix loading saves from main menus and launcher | Paul Gilbert | |
2018-03-04 | BLADERUNNER: Add scene resume | Thomas Fach-Pedersen | |
2018-03-04 | NEWS: Update NEWS file with recent changes | Lothar Serra Mari | |
2018-03-03 | XEEN: Fix loading saves from main menus and launcher | Paul Gilbert | |
2018-03-03 | XEEN: Add Swords of Xeen main menu | Paul Gilbert | |
2018-03-02 | XEEN: Hook up Clouds of Xeen intro for playing on startup | Paul Gilbert | |
2018-03-02 | XEEN: Add World of Xeen logo to end of Dark Side intro | Paul Gilbert | |
2018-03-02 | TUCKER: Use Verb enum in more places | Adrian Frühwirth | |
2018-03-02 | Add PanelState, PanelStyle and PanelType enums | Adrian Frühwirth | |
The new _panelState tells if the panel is currently in the process of being toggled between icon-style and text-style verbs and thus animated. The new _panelStyle tells wich verb-style the panel currently uses. The new _panelType tells which mode the panel currently is in: - verbs + inventory (normal) - empty (used for dialogs) - save, load, play, quit buttons - save/load savegame Also, switchPanelType() has been renamed to togglePanelStyle() and kInputKeyToggleInventory to kInputKeyTogglePanelStyle to better match the above changes. _switchPanelFlag has been dropped in favor of using the new _panelState. TODO: Store _panelStyle in savegames. | |||
2018-03-02 | TUCKER: Add Part enum | Adrian Frühwirth | |
2018-03-02 | TUCKER: Add CursorStyle and CursorState enums | Adrian Frühwirth | |
2018-03-01 | XEEN: Fixes for Dark Side intro | Paul Gilbert | |
2018-03-01 | XEEN: Implemented remaining code for Dark Side intro | Paul Gilbert | |
2018-02-28 | XEEN: In progress implementing Dark Side intro | Paul Gilbert | |
2018-02-26 | XEEN: Don't show game intro if it's already been seen perviously | Paul Gilbert | |
2018-02-26 | XEEN: Minor cleanups to outer engine | Paul Gilbert | |
2018-02-26 | XEEN: Cleanup of the game title, intro, and menu launching code | Paul Gilbert | |
2018-02-26 | XEEN: Defer creating new game state until needed | Paul Gilbert | |
This fixes a bug with the startup menu where, after finishing the game, starting a new one would simply re-show the prior game | |||
2018-02-25 | XEEN: Spelling correct in create_xeen text | Paul Gilbert | |
2018-02-25 | BLADERUNNER: Added Generic Walker actors | Peter Kohaut | |
Fixed isseue of duplicating items in world Fixed fog issue with incorrect rendering in special occasions Added basic debugger console Refactored looping code for better readability | |||
2018-02-25 | TUCKER: Allow skipping speech | Adrian Frühwirth | |
Escape, period or right mouse click skips one sentence at a time. | |||
2018-02-25 | TUCKER: Confine Bud to walkable area when entering club | Adrian Frühwirth | |
When Bud is walked to specific coordinates using the 'buw' opcode the walkable area is not enforced (_locationMaskIgnore == true). This is usually not a problem because the player is not allowed to click, however, when entering the club, this allows the player to move Bud to coordinates from which he can never return, leaving him stuck there. As a workaround, do not ignore the location mask during this specific action when entering the club. Fixes Trac#5838. | |||
2018-02-25 | TUCKER: Fix theoretical out-of-bounds read | Adrian Frühwirth | |
2018-02-24 | XEEN: Fix freeze on the Confirm dialog | Paul Gilbert | |
2018-02-24 | XEEN: Remove old stubbed Screen::draw method | Paul Gilbert | |
2018-02-24 | XEEN: Remove debug code and unneeded variables | Paul Gilbert | |
2018-02-24 | XEEN: Set correct starting date for each game | Paul Gilbert | |
2018-02-24 | XEEN: Add difficulty selection dialog to WOX starting menu | Paul Gilbert | |
2018-02-24 | XEEN: Properly redraw Char Items dialog after leaving Quest dialog | Paul Gilbert | |
2018-02-24 | XEEN: Fix getting items from combat and displaying them in Items dialog | Paul Gilbert | |
2018-02-24 | XEEN: Fix format string for items dialog weapon lines | Paul Gilbert | |
2018-02-24 | XEEN: Fix resetting wall sprites between maps | Paul Gilbert | |
2018-02-24 | TUCKER: Work around background pixels being drawn in the foreground | Adrian Frühwirth | |
Some backgrounds use colors in the reserved range [0xE0-0xF8] in a walkable area which results in a number of pixels being falsely drawn in the foreground (on top of Bud). This fixes Trac#10423 to work around these original game bugs and also removes the workaround for location 14 which does not seem to be needed anymore. | |||
2018-02-24 | XEEN: Don't save prior map state when loading new saves | Paul Gilbert | |
2018-02-24 | XEEN: Swords of Xeen doesn't have any dreams | Paul Gilbert | |
2018-02-24 | XEEN: Implemented Swords of Xeen death screen | Paul Gilbert | |
2018-02-24 | XEEN: Don't show blood spatter for hits beyond the first row | Paul Gilbert | |
2018-02-24 | XEEN: Merge various pow/hit arrays into a single array of structures | Paul Gilbert | |
2018-02-24 | XEEN: Fix reduction of damage from physical resistence | Paul Gilbert | |
2018-02-23 | XEEN: Add custom minimap logo for Swords of Xeen | Paul Gilbert | |
2018-02-23 | XEEN: Simplify showPharaohEndText method to use const char * | Paul Gilbert | |
2018-02-23 | SUPERNOVA: Add strings for quit game prompt | Thierry Crozat | |
2018-02-23 | XEEN: Compilation fixes for create_xeen tool | Paul Gilbert | |
2018-02-23 | XEEN: Fix restarting scripts after script teleports | Paul Gilbert | |
2018-02-23 | XEEN: Added generated xeen.ccs data file | Paul Gilbert | |
2018-02-23 | XEEN: Add data to create_xeen for Clouds of Xeen on it's own | Paul Gilbert | |
2018-02-23 | XEEN: Add Clouds of Xeen MAE and Spells to xeen.ccs | Paul Gilbert | |
The later games stored them in resources, but Clouds of Xeen had them hardcoded. So this adds them under the same resource names as the later games, so the existing code can load them |