Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-04-06 | BLADERUNNER: Cleaned up Ambient_Sounds_Add_Sound calls | Thanasis Antoniou | |
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: Minor fix for Random_Query | Thanasis Antoniou | |
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 | |||
2019-04-04 | BLADERUNNER: Support wait for dialogue queues to finish | Thanasis Antoniou | |
Fixes a Crazylegs bug where he can interrupt himself Could probably be used elsewhere if there are any other such cases. | |||
2019-04-03 | BLADERUNNER: Fixes for elevator in UG13 | Thanasis Antoniou | |
Fixed McCoy appearing early at start of scene before disappearing Also added sound for going down when called from button | |||
2019-04-03 | BLADERUNNER: Fix warning in Big Endianess platform | Thanasis Antoniou | |
2019-04-02 | BLADERUNNER: Removing looping sounds after Gaff ending | Thanasis Antoniou | |
Prevents sound popping between ending outtake and credits | |||
2019-04-02 | BLADERUNNER: Fixed images & z-buffer on big-endian architectures | Peter Kohaut | |
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 | |||
2019-04-02 | BLADERUNNER: Fix for corrupt incomplete autosaves | Thanasis Antoniou | |
Autosaving overrides other conditions that don't allow proper saving | |||
2019-04-01 | BLADERUNNER: Prevent lockup when save file is missing data | Thanasis Antoniou | |
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. | |||
2019-03-31 | BLADERUNNER: Remove blue tint from ESPER zoom-ins | Thanasis Antoniou | |
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. | |||
2019-03-31 | BLADERUNNER: Fix no music at Dektora dance outtake | Thanasis Antoniou | |
Also add constants for all music tracks | |||
2019-03-31 | BLADERUNNER: Release non-repeated and support queued overlays | Thanasis Antoniou | |
2019-03-30 | BLADERUNNER: Improved for overlay debug command | Thanasis Antoniou | |
Not force loading of all MIX files anymore, and added a catalogue of all VQAs | |||
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 | |
2019-03-27 | BLADERUNNER: Fix missing sound effects in some occassions | Thanasis Antoniou | |
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) | |||
2019-03-27 | BLADERUNNER: Fix ESPER closing sound | 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). | |||
2019-03-25 | BLADERUNNER: Fix static noise instead of proper audio in VQAs | Thanasis Antoniou | |
2019-03-23 | BLADERUNNER: Final pass on the maze | Thanasis Antoniou | |
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. | |||
2019-03-22 | BLADERUNNER: All maze targets normalized | Thanasis Antoniou | |
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. | |||
2019-03-22 | BLADERUNNER: Rephrasing of if clause sequence in getFramePtr() | Thanasis Antoniou | |
2019-03-21 | BLADERUNNER: More fixes for the shooting range | Thanasis Antoniou | |
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. | |||
2019-03-21 | BLADERUNNER: Handle gracefully missing HDFRAMES or required CDFRAMESx file | Thanasis Antoniou | |
2019-03-21 | BLADERUNNER: Support of localizations that use E as languageCode | Thanasis Antoniou | |
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. | |||
2019-03-20 | BLADERUNNER: Fixes and cleanup for Police Maze C | Thanasis Antoniou | |
First pass of all rooms is complete. A second pass is pending where the special targets will be restored | |||
2019-03-19 | BLADERUNNER: Fixes and cleanup for Police Maze B | Thanasis Antoniou | |
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. | |||
2019-03-18 | BLADERUNER: Enhanced overlay debugger command | Thanasis Antoniou | |
It will now load any specified overlay in the scene as long as it is valid | |||
2019-03-18 | BLADERUNNER: Fixes and cleanup for Police Maze A | Thanasis Antoniou | |
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. | |||
2019-03-17 | BLADERUNNER: Fixed CDFRAMES.DAT switching | Peter Kohaut | |
2019-03-17 | BLADERUNNER: Fixes for Russian version | Peter Kohaut | |
2019-03-17 | BLADERUNNER: Fixed integer underflow for Russian videos | Peter Kohaut | |
2019-03-12 | BLADERUNNER: Fixed inability to drugged McCoy up again | Peter Kohaut | |
Actors are not updated faster than 60 times per second. | |||
2019-03-12 | BLADERUNNER: Fixed compilation error | Peter Kohaut | |
2019-03-12 | BLADERUNNER: Added support for scrolling with mouse wheel | Peter Kohaut | |
Not in the original game | |||
2019-03-11 | BLADERUNNER: Clean-up of PS13 target scripts | Peter Kohaut | |
2019-03-11 | BLADERUNNER: Better formatting for police targets instructions | Peter Kohaut | |
2019-03-11 | BLADERUNNER: Clean-up of PS12 target scripts | Peter Kohaut | |
2019-03-11 | BLADERUNNER: Clean-up of PS10 & PS11 target scripts | 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 | |||
2019-03-09 | BLADERUNNER: Clean-up for subtitles initialization code | Peter Kohaut | |
2019-03-09 | BLADERUNNER: Alternate fix method for rare path finding assert faults | Thanasis Antoniou | |
Disabled by default. This one allows polygons merged on a single point. | |||
2019-03-09 | BLADERUNNER: Fixed zbuffer warning in NR01 | Peter Kohaut | |
Game was trying to decode zbuf when there was none. | |||
2019-03-09 | BLADERUNNER: Fixed McCoy anim in spinner at PS01 | Peter Kohaut | |
McCoy will not disappear prematurely in PS01 when he enters the spinner. | |||
2019-03-09 | BLADERUNNER: Savagame names fixes | Peter Kohaut | |
It was not possible to change the name of exisitng savegame Saves were read too ofter just for over-drawing the thumbnail |