Age | Commit message (Collapse) | Author |
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svn-id: r53484
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This is an empty template which ideally engine maintainers
would update and complete with concrete information...
svn-id: r53481
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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You can now place the marbles and pressing the button will now only set the power to on if the marbles are in the correct positions.
svn-id: r52735
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svn-id: r52692
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The marbles are currently drawn, and you can pick them up, but you can not place them on the grid yet.
svn-id: r52661
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Sounds that set the third argument of the playSound opcode to 1 (wherever they may be) will now block. The volume parameter of playSound is also now honored. Merge the Myst sound blocking code with this too.
svn-id: r52643
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Merge the Riven sound file code with the main Riven resource code and remove the mainSoundFile parameter from Sound::playSound(). Reasoning: The sound id's do not collide with the sound id's in the main data files. The sound archives only exist because the original CD version had the ability to choose between low and high quality audio.
svn-id: r52631
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svn-id: r52628
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The pools of water will now always show the video of returning to the "off" state.
svn-id: r52626
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svn-id: r52621
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- Split the main Riven event loop into a separate function for readability and for use in the sunner external functions eventually
- Some minor function signature changes (const!)
- Rename matchVarToString() to getVar() (I have no idea where that original name came from, considering it takes a string and returns a variable
- Use solely Common::String in getVar()
svn-id: r52538
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There is at least one example of a bad hotspot in Riven (tspit
371 (377 in the DVD version), hotspot 4). This particular hotspot is a zip hotspot which looks like it has its left and right coordinates reversed. However, the zip hotspot would only take the player to the same card as the non zip hotspot so it seems they removed this hotspot with a hack. This fixes a regression from r52487.
svn-id: r52532
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- The exit button now appears and is functional
- The intro movies now play on start up
- Add shortcuts for returning to the menu/playing the intro videos again
- Make the text when hitting a boundary match the original
- Change the wording of the browser button message
- Note: The demo's extras.mhk (not the full game's!) is required now
svn-id: r52509
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The fixes a couple scripts which decide to delay through a background video turning into a virtual blocking video.
svn-id: r52488
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This fixes some cursors showing up incorrectly if the cursor moved during ie. a video and then the card changes. Also, remove an unneeded rect check in loadHotspots() that's from the ancient times before script size calculation was fixed and some warnings that don't affect gameplay.
svn-id: r52487
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It is now possible to trap Gehn in the trap book. Side note: Riven is now completable from the beginning provided you know the D'ni number system already (and the marble puzzle is just hacked to always work).
svn-id: r52482
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The sliders are now movable and reset properly. The combination defined in the lab journal works on all the domes too.
svn-id: r52476
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location
svn-id: r52302
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svn-id: r52300
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While the sliders cannot move yet, the game now knows if the puzzle is complete and whether you're over a slider or not. Drawing the sliders and moving the sliders will come next.
svn-id: r52292
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svn-id: r52216
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svn-id: r52215
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Now takes a pointer to a stream, instead of a reference.
The rational is that in all instances, callers have a pointer
(and dereference it to call load), and all load implementations
turn the reference back into a pointer.
svn-id: r51725
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came on the CD (on the demo server now too).
svn-id: r50776
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svn-id: r50762
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required. The old way of using SharedPtr was quite hacky and didn't work properly when talking to Gehn in ospit.
svn-id: r50761
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svn-id: r50479
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svn-id: r50478
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svn-id: r50477
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svn-id: r50338
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svn-id: r50337
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transition used when turning pages.
svn-id: r50336
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svn-id: r50333
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but not the trap book (happens at the end of the game).
svn-id: r50280
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initialize a variable for the boiler platform switch.
svn-id: r50200
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svn-id: r50139
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svn-id: r50136
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svn-id: r50128
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svn-id: r50000
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svn-id: r49999
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svn-id: r49789
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Without this parameter mass detection gave tons of false alarms.
Use globbing for narrowing down the depth search.
svn-id: r49788
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svn-id: r49787
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svn-id: r49658
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Uses new directory depth feature of AdvancedDetector.
Set directory depth to 2 and added Assets1/ directory.
As a result, DVD layout which does not have any game data
file in top level directory gets detected and runs well.
svn-id: r49654
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Now AD can search nested directories. By default it is turned off,
but there is new parameter to ADParameters struct. Usually value
of 2 is good enough for all purposes.
svn-id: r49653
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addition to index for duplicate MLST's.
svn-id: r49395
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next mouse up event so we don't misinterpret that as an event in the next card; minor cleanup.
svn-id: r49393
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played; minor cleanup.
svn-id: r49377
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