Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-04-16 | XEEN: Fix loading Swords blacksmiths | Paul Gilbert | |
2018-04-16 | XEEN: Add script patch for chest in Swords Hart | Paul Gilbert | |
2018-04-16 | XEEN: Fix Swords scripts using cmdReturn instead of cmdExit | Paul Gilbert | |
2018-04-15 | XEEN: Added differences introduced in Swords of Xeen | Paul Gilbert | |
2018-04-15 | XEEN: Mode renamings, fix loading savegame during script dragging party | Paul Gilbert | |
2018-04-15 | XEEN: Fix opening of Ali Baba's chest | Paul Gilbert | |
2018-04-15 | XEEN: Yet further fixes to clip scene drawing to scene area | Paul Gilbert | |
2018-04-14 | XEEN: Fix entering Great Southern Tower | Paul Gilbert | |
2018-04-14 | XEEN: Fix Book of Great Power removing skills | Paul Gilbert | |
2018-04-14 | XEEN: Clear prior pending treasure when loading savegame | Paul Gilbert | |
2018-04-14 | XEEN: Fix aborting combat loop prematurely via bad sleeping check | Paul Gilbert | |
Previously combat was being aborted prematurely, though it wasn't noticeable in most casees since the next turn combat started up again seamlessly. But there were a few edge cases, such as defeating monsters in a single turn, but having more to the side, where it resulted in the list of active monsters being fought being redrawn with no contents | |||
2018-04-13 | XEEN: Add launcher Engine tab option for more durable armor | Paul Gilbert | |
2018-04-13 | XEEN: Cleanup scene area clipping flags setting | Paul Gilbert | |
2018-04-13 | XEEN: Fix clipping all scene drawn elements to scene area | Paul Gilbert | |
2018-04-12 | XEEN: Fix for resetting speed table after monsters have died | Paul Gilbert | |
2018-04-12 | XEEN: Fix read of freed data in multiple rapid playFX calls | Paul Gilbert | |
2018-04-11 | XEEN: Fix monster attacks that target the entire party | Paul Gilbert | |
2018-04-10 | XEEN: Fix removing too many Monga Melons during quest | Paul Gilbert | |
2018-04-10 | XEEN: Fix loading Dark Side savegames from WOX menu | Paul Gilbert | |
2018-04-10 | XEEN: Fix Golem cutscene usage on Dark Side | Paul Gilbert | |
2018-04-09 | XEEN: Fix subtitle cutscene text for entering Darkside towns | Paul Gilbert | |
2018-04-09 | XEEN: Add warning for invalid cmdFreezeFrequency channel values | Paul Gilbert | |
I got a crash once for an invalid channel when falling to the Water Elemental Plain from the Dark Side Skyroads, but couldn't replicate it. So I've put in a warning for now | |||
2018-04-09 | XEEN: Fix falling from the Dark Side Skyroads | 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 reading and setting character specific flags | Paul Gilbert | |
2018-04-08 | XEEN: Fix cutscene subtitles for Ellinger's Tower | Paul Gilbert | |
2018-04-08 | XEEN: Rename cutscenes _mazeFlag to _keyFound | Paul Gilbert | |
2018-04-08 | XEEN: Fix restarting World game after exiting to menu from Dark Side | Paul Gilbert | |
2018-04-08 | XEEN: Allow deselecting items in Items dialog | Paul Gilbert | |
2018-04-08 | XEEN: Fix display of negative values in Character dialog HP tooltip | Paul Gilbert | |
2018-04-08 | XEEN: Further numeric fixes for dialog with Gremlin King | Paul Gilbert | |
2018-04-08 | XEEN: Fix display of the 123 Chooser dialog | Paul Gilbert | |
2018-04-08 | XEEN: Fix buying spells in Dark Side | Paul Gilbert | |
2018-04-08 | XEEN: Fix checking if a specific monster is dead | Paul Gilbert | |
2018-04-08 | XEEN: Fix using Lloyd's Beacon across the sides | Paul Gilbert | |
2018-04-07 | XEEN: Add missing return in event processing switch | Paul Gilbert | |
2018-04-07 | XEEN: Fix double-casting of spells during combat | Paul Gilbert | |
2018-04-07 | XEEN: Fix gfx glitch in top-left corner of the minimap | Paul Gilbert | |
2018-04-07 | XEEN: Cleanup of unused local in Scripts | Paul Gilbert | |
2018-04-07 | XEEN: Allow saving game after Clouds ending finishes | Paul Gilbert | |
2018-04-07 | XEEN: Fix check to allow Lloyding into Xeen's castle | Paul Gilbert | |
2018-04-07 | XEEN: Cleanup of game completion flags | Paul Gilbert | |
2018-04-07 | XEEN: Add 'strength' debugger command | 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. | |||
2018-04-07 | XEEN: Reset combat data when loading a new savegame | Paul Gilbert | |
2018-04-07 | XEEN: Fix Protection From Elements spell | Paul Gilbert | |
2018-04-07 | XEEN: Remove unused GameEvent class | Paul Gilbert | |
2018-04-07 | XEEN: Cache mouse clicks as well as keyboard in EventsManager | Paul Gilbert | |
This allows the well open door/gate, shoot at enemies, then close to work with the mouse as well as the keyboard. The pending event queue has also been limited to 5 pending events. Trust me, you don't want to spent time spamming Shoot at a high level monster that can't reach you, only for when it's killed to have to wait several minutes whilst your party keeps shooting. | |||
2018-04-07 | ALL: Load savegame thumbnail only when necessary | Adrian Frühwirth | |
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place. | |||
2018-04-06 | XEEN: Fix animation for Elemental Storm spell | Paul Gilbert | |