Age | Commit message (Collapse) | Author |
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fixes odd crash right at the start, although you can't save/restore in jones o_O (fixes bug #3057080)
svn-id: r52479
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svn-id: r52471
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"sci_dither" got removed, "undither" renamed to "sci_undither". Also changed logic for handling "sci_originalsaveload"
svn-id: r52469
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svn-id: r52468
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enable replacement of save/load dialogs per default
add config-var "sci_originalsaveload" for not replacing dialogs
add config-var "sci_dither" for enabling dithering in EGA games
new kDoBresen fix qfg2 walk against wall bug (#3053131) and hoyle3 unreadable dice bug (#3036922)
svn-id: r52467
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now lists import files of all possible games, adds game title before that, removes game prefixes for all files
svn-id: r52441
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Now, QFG2, 3 and 4 may read exported characters from all
other QFG games, like the originals did. Fixes bug
#3054692 - "QFG2/QFG3 Import issues".
svn-id: r52430
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svn-id: r52419
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using a trick for indirectly calling GameObject::init and then restoring, fixes text color/font code issues, also removing all the hackery
svn-id: r52379
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experimental feature - enable by putting "scireplacedialog=true" inside scummvm section of scummvm.ini
LSL6 currently loses the ability to quicksave, when using the feature. Although i don't see it as a huge loss. That way it's now possible to save to up to 100 slots instead of just 20.
svn-id: r52345
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Fixes the Longbow demo
svn-id: r52344
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also removing some previous code, because it wont work that way
svn-id: r52342
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svn-id: r52341
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making clone happy :D
svn-id: r52339
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and changing patch code accordingly
svn-id: r52320
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dialog will not get replaced in sci32, nor in mother goose. Enable by adding "scireplacedialog" inside scummvm section of scummvm.ini file. Note: this feature is experimental
svn-id: r52318
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(works now, if enabled - but music isn't yet paused)
svn-id: r52317
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svn-id: r52314
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svn-id: r52311
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known buggy scripts (containing game stopping bugs), which have been patched by Sierra
svn-id: r52172
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svn-id: r51829
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and added a TODO for loading through the game launcher
svn-id: r51755
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The Torin's intro movie now plays. Minor kPlayVMD cleanup.
svn-id: r51739
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for multilingual games
svn-id: r51608
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svn-id: r51598
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svn-id: r51579
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fixes bug #3037768
svn-id: r51570
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fixes castle of dr. brain save issue in puzzle room, fixes island of dr. brain save issue when saving in first room
svn-id: r51538
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Since I got no response to my mail to -devel, I just assume that there is
no specific reason for using rand() in SCI.
As explained in my mail to -devel about why SCI uses rand, this might allow
SCI to work with our event recording, when that ever gets finished.
I adapted kRandom so that it also supports negative random numbers. And
furthermore that the toNumber argument is smaller than the fromNumber
argument. I am not sure whether that really happens though, but it should
be safer to have this. I marked that place with an TODO/CHECKME.
svn-id: r51521
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svn-id: r51405
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svn-id: r51309
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svn-id: r51249
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stack wasn't cleared properly when loading and you couldn't save or restore)
svn-id: r51140
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svn-id: r51076
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svn-id: r51032
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we have to reset the parser when switching vocabulary
svn-id: r51031
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not fully working, extended chars do not work currently as input
svn-id: r51027
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svn-id: r50911
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svn-id: r50836
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on debugflag "file"
svn-id: r50782
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got initialized wont crash
svn-id: r50619
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svn-id: r50532
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it from the EngineState, since it's static throughout the course of a game
svn-id: r50484
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- Added support for the LSL2 menu bar object
- We no longer need a reference to the init() selector - it's always the first method of the menu bar object
svn-id: r50462
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svn-id: r50460
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- Moved all of the graphics initialization code on startup inside initGraphics()
- Moved all of the screen initialization (resolution, upscaled graphics etc) code inside GfxScreen()
svn-id: r50412
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This is now done on startup. This should fix loading from the launcher for LSL6
svn-id: r50406
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manager
svn-id: r50402
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svn-id: r50273
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svn-id: r50272
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