Age | Commit message (Collapse) | Author |
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Between an ending outtake and the end credits the game did a quick flash back to the game scene
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Autosaving overrides other conditions that don't allow proper saving
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Missing thumbnail data was causing a lockup on mouse-over
Still working on debugging why these corrupted save files may be created -- (Game_Over()) autosaves.
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This applies only to hotspot zoom-ins and zoom-outs
Last frame of zoomed in hotspot (video zoom) had a persistent blue tint. And zooming out from the hotspot also had a long lasting blue tint. These were removed.
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Also add constants for all music tracks
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Not force loading of all MIX files anymore, and added a catalogue of all VQAs
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Also fixed a typo that resulted in Izo's corpse persisting past chapter 2 at RC03
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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)
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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).
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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.
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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.
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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.
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Improved alignment of subtitles option for Russian version
The text for the subtitles option probably won't make sense though in Russian, someone will have to correct it to what it should be.
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First pass of all rooms is complete. A second pass is pending where the special targets will be restored
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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.
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It will now load any specified overlay in the scene as long as it is valid
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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.
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Actors are not updated faster than 60 times per second.
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Not in the original game
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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
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Disabled by default. This one allows polygons merged on a single point.
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Game was trying to decode zbuf when there was none.
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McCoy will not disappear prematurely in PS01 when he enters the spinner.
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It was not possible to change the name of exisitng savegame
Saves were read too ofter just for over-drawing the thumbnail
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Basically just more robust (but slower) fix to the intermittent assert
in pathfinding code when polygons were touching only by a single corner.
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Allow for 4 lines of subtitles, but start from using 2 lines by default
Also added debugger command to allow for immediate text testing for subtitles
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Cleanup of other sound pannings
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In rare cases when polygons touched by one corner only the merging
algorithm did not finish properly and ran out of the space and
triggered an assert.
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Commented out assert fault in SliceAnimations::getFramePtr and sanitized the frame value instead
Some actors (currently happened only with hawkers_barkeep) can have invalid frame value set when loading a save file which would cause and assert fault in the getFramePtr() assert check. This seems to be a combination of factors responsible: 1) The updateAnimation (called for an actor before drawing him into the world) has a switch clause based on animationState (not animationId) and 2) the ai_script vars for an actor are not re-initialized upon a LOAD (eg for hawkers_barkeep the _var2 value is problematic in this context because a non-zero value won't allow for sanitization of the existing / loaded frame value)
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