Age | Commit message (Collapse) | Author |
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(also save/load inventory and spellbook display state)
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Huge numbers of sound effects get started as soon as a couple of monsters are around. If we start dropping sound when the queue is full, we won't have any sounds in these situations, but we'll get tons of useless warnings instead.
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This patch makes sure that the stopping track (track 0) does not squash sounds which get queued during the execution of the stopping track. This seems to be a hardware problem (original driver implementation not suitable for modern machines).
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(also make internal driver version more flexible)
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This assures getCharWidth really gets the character number and now sign
extended version of it in case char is signed.
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introduction".
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This is for the keymapper keymap
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file".
Now we can show such errors in the debugger, since we initialize and the
screen resolution and the debugger before initializing the resource manager.
This allows our error function to open up the debugger and show the error at
least.
A better feedback to the user might be desirable, but it is not really
feasible with our current possibilites for error reporting.
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KEYMAPPER: Keymapper improvements 2
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This makes the name match with the name of the STL function with the same
behavior.
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thanks LordHoto
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Thanks LordHoto
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This fixes an RTL problem where the keymaps linger between same-engine games.
Meaning the lol keymap shows up in kyra1
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640x400 and not 640x480
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