Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-05-08 | BLADERUNNER: fix Guzza, PS03, PS04, PS01 | antoniou79 | |
Also, added a custom transition when Guzza calls in for favors Still pending: in PS03 some actors may blink out of existence (happened to officer Grayford) | |||
2019-05-08 | BLADERUNNER: Clarification comment on Steele's ai | antoniou79 | |
Steele can get a clue (officer's statement) that McCoy missed This is so McCoy won't miss this particular clue no matter what. But McCoy can get this clue on his own if the officer is still at the crime scene (he might leave) even if he already got it from the mainframe via Steele. This is intended. | |||
2019-05-06 | BLADERUNNER: Restoring Rachael related scenes pt1 | Thanasis Antoniou | |
Some testing and polishing of animations pending especially with meeting in Act 4 | |||
2019-05-06 | BLADERUNNER: Fix warning for fall-through switch case | Thanasis Antoniou | |
Added a clean "fall through" comment | |||
2019-05-06 | BLADERUNNER: Restore fans comment in BB11 only | Thanasis Antoniou | |
And some small preparation (comments) for restoring Rachael scenes | |||
2019-05-05 | BLADERUNNER: Remove police officers from MA07 | Peter Kohaut | |
They are causing issues with Gaff dialogue if they are in the same scene at the same time. | |||
2019-05-05 | BLADERUNNER: Fix Moraji floating in DR04 | Peter Kohaut | |
2019-05-05 | BLADERUNNER: fix for Clovis being stuck at BB11 | Thanasis Antoniou | |
This is a possible bugfix, hopefully it will be enough The bug occurs when skipping fast through the dialogue of Clovis with Sadik at BB11 rooftop. But it does not happen always. I've managed to capture the case when this happens a few times (_animationState == 0 switch clause), but I'm unsure if there are other unhandled _animationState values that would cause this. | |||
2019-05-04 | BLADERUNNER: Fix rats re-spawn and UG09, UG13 bad paths | Thanasis Antoniou | |
UG09 bad path allowed McCoy to teleport to the pipe top left. UG13, when elevator was up McCoy could walk in the empty chute | |||
2019-05-01 | BLADERUNNER: Fix interaction with transient about locked door | Thanasis Antoniou | |
2019-04-30 | BLADERUNNER: User choice mode should not autoselect last option | Thanasis Antoniou | |
2019-04-30 | BLADERUNNER: Comments on dialogue options | Thanasis Antoniou | |
2019-04-29 | BLADERUNNER: Chess, keyboard, and clues bug fixes | antoniou79 | |
2019-04-25 | BLADERUNNER: Make the cut content a runtime option | Peter Kohaut | |
Player can choose to use or not the restored cut content. Does not affect fixed bugs in original game. | |||
2019-04-20 | BLADERUNNER: Named constants for animationIds P01 | Thanasis Antoniou | |
Part one of using named constants for model animations | |||
2019-04-14 | BLADERUNNER: Don't restart dialogue with offended Larry | Thanasis Antoniou | |
2019-04-09 | BLADERUNNER: Fix Officer Leary crowd interrogation | Thanasis Antoniou | |
He will now resume interrogation after McCoy interrupts him Also used named constants for timers | |||
2019-04-07 | BLADERUNNER: Fix for AR, CT01 Spinner fly-in | Thanasis Antoniou | |
AR01: Fish dealer behavior fix, AR02: music fix, CT01: Spinner may fly in (loop) | |||
2019-04-07 | BLADERUNNER: Bugfix for Early Q music fadeout | Thanasis Antoniou | |
And an additional bug fix for gravel footstep sounds And I added some comments for marking the unused SFX sounds in game_constants.h | |||
2019-04-06 | BLADERUNNER: Cleanup for looping sounds | Thanasis Antoniou | |
Completed Add, Adjust and Remove Looping_Sound(), Pending Ambient_Sounds_Add_Sound | |||
2019-04-05 | BLADERUNNER: SFX named constants and MissSound fix | Thanasis Antoniou | |
Still pending cleaning up Ambient_Sounds_Add_Sound and Ambient_Sounds_Add_Looping_Sound calls | |||
2019-04-02 | BLADERUNNER: Fix flash back to game between end outtake and credits | Thanasis Antoniou | |
Between an ending outtake and the end credits the game did a quick flash back to the game scene | |||
2019-03-31 | BLADERUNNER: Fix no music at Dektora dance outtake | Thanasis Antoniou | |
Also add constants for all music tracks | |||
2019-03-30 | BLADERUNNER: Fix spelling of kVariableReplicantsSurvivorsAtMoonbus | Thanasis Antoniou | |
2019-03-28 | BLADERUNNER: Moonbus fixes (Izo and Luther) | Thanasis Antoniou | |
Also fixed a typo that resulted in Izo's corpse persisting past chapter 2 at RC03 | |||
2019-03-27 | BLADERUNNER: Fixes for moonbus combat | Thanasis Antoniou | |
2019-03-26 | BLADERUNNER: Fix Dektora showing up dead at moonbus | Thanasis Antoniou | |
2019-03-26 | BLADERUNNER: Resolve dead end state with Zuben | Thanasis Antoniou | |
McCoy should now always be able to gather enough clues to trigger Zuben throwing the soup (via the VK test question if he does not have the Lucy photo clue). | |||
2019-03-17 | BLADERUNNER: Fixes for Russian version | Peter Kohaut | |
2019-03-10 | BLADERUNNER: Marking cut content with BLADERUNNER_RESTORED_CUT_CONTENT macro | Thanasis Antoniou | |
Enabled by default. Currently, only restored content is the death rattle sound for Moraji and Zuben, and the dialogue of Guzza denying McCoy an advance | |||
2019-03-04 | BLADERUNNER: retirement bounty exploit fix | Thanasis Antoniou | |
And small dialogue bits with Guzza when reporting in now only play in Act 1 where they make sense. Also, don't allow McCoy to get the retirement bonus twice in Act 1. Also don't allow him to get money (100 cy) from Guzza if he has enough (>=300). | |||
2019-03-04 | BLADERUNNER: Add Zuben's death rattle | Thanasis Antoniou | |
Other actors are missing their death rattle's (original bug). Will be fixed at later patch on case by case basis. | |||
2019-03-01 | BLADERUNNER: Sadik dead end fix (BB09 kill) | Thanasis Antoniou | |
Also fixed an flag constistency for kFlagZubenBountyPaid It is no longer possible to kill Sadik at BB09, but shooting him will lower his health (from initial to a fixed HP), and if McCoy also shoots him at UG18 his health will be further lowered (again to a fixed HP). | |||
2019-02-24 | BLADERUNNER: Small clean-up of macros | Peter Kohaut | |
2019-02-24 | BLADERUNNER: Fix Moraji death screams and Grayford bug | Thanasis Antoniou | |
Death scream in lab changed to his own. Death scream outside lab added. Also, original code had a bug whereby if you clicked through the conversation with Grayford about Moraji's murder, then clicking again on Moraji would restart the same conversation and this could go on infinitely. | |||
2019-02-23 | BLADERUNNER: Cleanup of Zuben script | Peter Kohaut | |
2019-02-23 | BLADERUNNER: Cleanup of McCoy script | Peter Kohaut | |
2019-02-23 | BLADERUNNER: Fixed CppCheck warnings | Peter Kohaut | |
Rat interaction at UG15 is now working exactly as in the original game. Before the bridge didn't break if player shot the rat on it. | |||
2019-02-20 | BLADERUNNER: Fix Coverity issues | Peter Kohaut | |
2019-02-12 | BLADERUNNER: Removal of memory leaks | Peter Kohaut | |
2019-02-10 | BLADERUNNER: Fixed Gordo animation change | Peter Kohaut | |
He will stop properly after running | |||
2019-02-07 | BLADERUNNER: Cleanup for drive away endings scripts | Peter Kohaut | |
All ending are achievable | |||
2019-02-07 | BLADERUNNER: Cleanup of Mutants scripts | Peter Kohaut | |
2019-02-07 | BLADERUNNER: Cleanup of Clovis scripts for chapter 5 | Peter Kohaut | |
2019-02-05 | BLADERUNNER: Cleanup of Maggie script | Peter Kohaut | |
2019-02-05 | BLADERUNNER: Cleanup Steele scripts for ending | Peter Kohaut | |
2019-02-05 | BLADERUNNER: Gaff scripts cleanup | Peter Kohaut | |
2019-02-03 | BLADERUNNER: Cleanup of KP03 bomb related scripts | Peter Kohaut | |
2019-02-03 | BLADERUNNER: Initial cleanup of Kipple scripts | Peter Kohaut | |
2019-02-03 | BLADERUNNER: Cleanup of scripts at start of chapter 5 | Peter Kohaut | |