Age | Commit message (Collapse) | Author |
|
|
|
|
|
Also a fix for a closeArchive() warning about A.TLK not being open
|
|
Compilation was broken for BLADERUNNER_ORIGINAL_SETTINGS(1) and BLADERUNNER_ORIGINAL_BUGS(1)
|
|
He will now resume interrogation after McCoy interrupts him
Also used named constants for timers
|
|
They become annoying fast; probably the reason they were cut
|
|
|
|
|
|
AR01: Fish dealer behavior fix, AR02: music fix, CT01: Spinner may fly in (loop)
|
|
And an additional bug fix for gravel footstep sounds
And I added some comments for marking the unused SFX sounds in game_constants.h
|
|
|
|
Completed Add, Adjust and Remove Looping_Sound(), Pending Ambient_Sounds_Add_Sound
|
|
|
|
Still pending cleaning up Ambient_Sounds_Add_Sound and Ambient_Sounds_Add_Looping_Sound calls
|
|
Fixes a Crazylegs bug where he can interrupt himself
Could probably be used elsewhere if there are any other such cases.
|
|
Fixed McCoy appearing early at start of scene before disappearing
Also added sound for going down when called from button
|
|
Prevents sound popping between ending outtake and credits
|
|
Between an ending outtake and the end credits the game did a quick flash back to the game scene
|
|
Autosaving overrides other conditions that don't allow proper saving
|
|
Also add constants for all music tracks
|
|
|
|
|
|
Also fixed a typo that resulted in Izo's corpse persisting past chapter 2 at RC03
|
|
|
|
LABBUZZ sound for the maze and Animoid sounds
Moved lab buzz in next scene's (PS10) init, and increased size of track buffer to compensate for frequently dropping sounds in places with mayne sound effects (eg Animoid Row, Izo's door and trapdoor)
|
|
|
|
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).
|
|
Removed bell on enemy reveal, brought back original special targets
Also reverted to original fast targets even though they are probably unfair. And commented out the score subtitle.
|
|
Max achievable score is verified 80 as it should be if all targets were normal
Since there are special targets (to be restored in the next commit) the max score with be above 80 and it's not a fixed value known in advance.
|
|
Special targets not yet restored. Fixed a target overlap on PS13, and bad orientation of a target in PS11 and one in PS13.
Special ding sound will be removed in the final pass of the maze code, when special targets will be restored too, and also fast targets will be restore to being fast or faster than they are now.
|
|
First pass of all rooms is complete. A second pass is pending where the special targets will be restored
|
|
Mainly PS12. Also added some early info on how maze score works
The special target cases are marked as bugs and will be restored on a second pass. For now we need to verify that the highest score of 80 points is achievable if all targets are normal ones.
|
|
Only fixes for rooms PS10, PS11. A few cases may need revising.
There are a few cases that a target may reset after being shot and they seem buggy but they could also be intended. So, that's for a second pass to decide.
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
Cleanup of other sound pannings
|
|
|
|
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).
|
|
Other actors are missing their death rattle's (original bug). Will be fixed at later patch on case by case basis.
|
|
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).
|
|
Use just the existing box 31. Implement a way to override object placement.
Remove the item 77 (Holden's badge) completely.
|
|
Targeting clicking bounding box fixed. Animation weirdness minimized.
Also restored explosion animation.
|
|
|
|
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.
|
|
Also corrected an original code bug for Gordo acquiring clue that McCoy is BladeRunner
|
|
|