Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-08-18 | XEEN: Implement autosave support | Paul Gilbert | |
2018-12-19 | ENGINES: Add GUIErrorMessageFormat to replace duplicated functions (#1455) | Cameron Cawley | |
2018-04-15 | XEEN: Mode renamings, fix loading savegame during script dragging party | Paul Gilbert | |
2018-04-13 | XEEN: Add launcher Engine tab option for more durable armor | Paul Gilbert | |
2018-04-10 | XEEN: Fix loading Dark Side savegames from WOX menu | Paul Gilbert | |
2018-04-09 | XEEN: Add Patcher class for doing on-the-fly map patches | Paul Gilbert | |
The first patch is a script patch for Ellinger's Tower Level 2 on the Dark Side. It fixes an incorrect index for a wall item of a curtain that's meant to be removed | |||
2018-04-08 | XEEN: Fix restarting World game after exiting to menu from Dark Side | Paul Gilbert | |
2018-04-07 | XEEN: Allow loading savegames during combat using GMM | Paul Gilbert | |
The original didn't allow loading during combat from it's options dialog, and I'll leave that untouched, but the ability to load out of a unwinnable combat is too convenient to not allow in some form. | |||
2018-04-03 | XEEN: Don't allow saving in the war zone | Paul Gilbert | |
2018-04-02 | XEEN: Fix game state after restarting game | Paul Gilbert | |
2018-03-31 | XEEN: Stop playing music when exiting from game to main menu | Paul Gilbert | |
2018-03-27 | XEEN: Change Map _loadDarkSide bool to int _loadCcNum | Paul Gilbert | |
2018-03-25 | XEEN: Add custom engine option for showing inventory item costs | Paul Gilbert | |
This first new option displays the effective cost of items when viewing in the standard character inventory. This makes it easier to compare the value (and thus relative power) of items against either other | |||
2018-03-23 | XEEN: Redraw party after loading a savegame | Paul Gilbert | |
2018-03-21 | XEEN: Don't allow GMM load/save on the main menus or intro/end cutscenes | Paul Gilbert | |
2018-03-20 | XEEN: Fix GMM savegame loads were waiting until a turn had passed | Paul Gilbert | |
2018-03-16 | XEEN: Go to menu rather than intro title when game is exitted | Paul Gilbert | |
2018-03-13 | XEEN: Fix text colors during intro/exit cutscenes | Paul Gilbert | |
2018-03-09 | XEEN: Properly implement sprite flag SPRFLAG_BOTTOM_CLIPPED | Paul Gilbert | |
2018-03-04 | XEEN: Added Other Options dialog for Dark Side and World | Paul Gilbert | |
2018-03-04 | XEEN: Fix loading saves from main menus and launcher | Paul Gilbert | |
2018-03-03 | XEEN: Fix loading saves from main menus and launcher | Paul Gilbert | |
2018-02-26 | XEEN: Don't show game intro if it's already been seen perviously | Paul Gilbert | |
2018-02-26 | XEEN: Minor cleanups to outer engine | Paul Gilbert | |
2018-02-26 | XEEN: Cleanup of the game title, intro, and menu launching code | Paul Gilbert | |
2018-02-23 | XEEN: Add data to create_xeen for Clouds of Xeen on it's own | Paul Gilbert | |
2018-02-23 | XEEN: Add Clouds of Xeen MAE and Spells to xeen.ccs | Paul Gilbert | |
The later games stored them in resources, but Clouds of Xeen had them hardcoded. So this adds them under the same resource names as the later games, so the existing code can load them | |||
2018-02-23 | XEEN: Creation of create_xeen tool | Paul Gilbert | |
2018-02-19 | XEEN: Refactor to merge Sound and Music classes | Paul Gilbert | |
The existing structure didn't make sense, as Sound only handled sound files, but Music handled both music and short FX decoding. I've merged Sound & MUsic into a single Sound class, and moved the music driver to their own file, renamed to SoundDriver | |||
2018-02-18 | XEEN: Flag games as not having voice | Paul Gilbert | |
Technically they do have voice samples, but the code for playing them is indistinguishable from standard SFX. And given how few they are, I feel it better for now to simply flag the detection entries as no voice, rather than trying to separate them | |||
2018-02-12 | XEEN: Added skeleton child engine for Swords of Xeen | Paul Gilbert | |
2018-02-11 | XEEN: Fix exiting to main menu after playing ending cutscenes | Paul Gilbert | |
2018-01-28 | XEEN: Removal of redundant TODOs | Paul Gilbert | |
2018-01-28 | XEEN: Added logic for music/sound toggling | Paul Gilbert | |
2018-01-27 | XEEN: Control panel dialog now showing | Paul Gilbert | |
2018-01-27 | XEEN: Implementing control panel dialog | Paul Gilbert | |
2018-01-20 | XEEN: Break out of gameplay when party is killed | Paul Gilbert | |
2018-01-18 | XEEN: Implemented death cutscene method | Paul Gilbert | |
2018-01-14 | XEEN: Enable loading savegames from the launcher | Paul Gilbert | |
2017-12-22 | XEEN: Create a separate current state saver for each side | Paul Gilbert | |
Previously, I only had a single savefile, which maintains the state of the party and mazes. But I've realised that I'll need a separate archive for each side of Xeen. I'm still not entirely happy with the cleanliness of the new structure, but it at least is now functionally separating the sides. | |||
2017-12-20 | XEEN: Starting to do archive access more like the original | Paul Gilbert | |
Previously the game wasn't paying much attention to the access of dark.cc vs xeen.cc, which was causing problems when trying to travel to Dark Side. This is the beginnings of a refactoring to more closely work like the original does | |||
2017-12-12 | XEEN: Rename Town to LocationManager, added Locations namespace | Paul Gilbert | |
2017-12-10 | XEEN: Objectifying town locations code | Paul Gilbert | |
2017-11-29 | XEEN: Create Windows class to hold the windows array | Paul Gilbert | |
2017-11-15 | XEEN: Fix uninitialized instance field warnings | Paul Gilbert | |
2017-10-07 | ENGINES: Remove default1x scaler flag | Colin Snover | |
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions. | |||
2016-09-24 | XEEN: Move old main menu classes into WorldOfXeen namespace | Paul Gilbert | |
2016-09-23 | XEEN: Add dispatcher for cutscenes, menu, and gameplay | Paul Gilbert | |
2016-09-22 | XEEN: Create WorldOfXeenResources class for their specific strings | Paul Gilbert | |
Some strings are still in the base Resources, since they're referred to by core dialogs. These may be able to be refactored in the future as support is added for the other games | |||
2016-09-19 | XEEN: Added Pharaoh endgame score screen | Paul Gilbert | |