Age | Commit message (Collapse) | Author |
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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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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).
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Other actors are missing their death rattle's (original bug). Will be fixed at later patch on case by case basis.
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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).
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No longer need to have sceneId as an argument.
Restored original signature of Set::addObjectsToScene()
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Use just the existing box 31. Implement a way to override object placement.
Remove the item 77 (Holden's badge) completely.
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List and or play overlay loops that have been loaded for the scene
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Targeting clicking bounding box fixed. Animation weirdness minimized.
Also restored explosion animation.
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This reverts commit 727e583b94b80e299a2b6c52e67a7b99ec3558b8.
Revert "BLADERUNNER: Possible fix for clang warning for subtitles"
This reverts commit 78b14649beb833ecbc9c573e04078b626558ddc1.
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Previous fix attempt for the clang warning "warning: declaration requires a global destructor [-Wglobal-constructors]" went awry
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Overlays were played too quickly after using KIA.
After outtakes finished, scene videos were playing too quickly.
When ScummVM was not updating game and it was not paused (eg window
drag) scene videos were played too quickly.
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Improvement allows text override which is good for translation support
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Entry 1020 for dialogue menu in English version is replaced
"DRAGONFLY JEWERLY" becomes "DRAGONFLY JEWELRY"
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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.
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Also corrected an original code bug for Gordo acquiring clue that McCoy is BladeRunner
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Fixes loops in conversations with user choices available
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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.
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More locations should work
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Pathfinding is almost working, but there are still isues in few
locations, so I'm keeping it disabled.
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And some small cleanup of unnecessary comments.
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This should fix thi issue with freezing actors after loading save game,
but works on new saves only. Game was not paused before saving
and wrong timer value got saved.
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Separated audio cache.
Fixed bug in the audio cache where still used sound might get freed.
Fixes crashes when engine is unloading which were caused
by a race condition between the timer code and engine teardown code.
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