Age | Commit message (Collapse) | Author |
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It's possible to get the "Fire! Fire!" timer stuck after setting
the the inquisitor doll on fire. This should work around that.
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It was possible to render the game unplayable simply by looking at
Jack's cigar box while waiting for him to return to examine the
lamp. Note that this bug is only present in the DVD version. For
whatever reason, it adds a dummy location for playing the cutscene.
Applying the bugfix in the CD version actually breaks the game.
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I should have done this before it was merged, but I completely
forgot that dafioram had verified that the bug *does* in fact
happen in the original game as well.
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Explicitly check if the time tunnel is open (and therefore shown in
close-up) before executing the scripts that draw the lever that is
shown in the normal view. This apparently doesn't happen in the
original engine, which suggests there may be a ScummVM bug. But it
still doesn't seem like the *wrong* thing to do here.
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This is a bug in the original game script of the Zork Nemesis fist
puzzle, which we now patch so that the sound checks are correct for the
left fist animation
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This should be an error, as we've effectively reached a non-existing
scene (such as in bug #6780), or we haven't parsed script files of a
scene fully, thus unexpected behavior will likely occur
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A condition in a criteria is made up of three tokens: An id, an
operator and an id/value. However, in my copy of ZGI, puzzle:07507
has "[00202] !3 # SPELL_12_IN_BOOK", i.e. there was no space
between the second and third tokens. This caused the "glorf" spell
to not be properly inscribed in your spell book.
To fix this, if the second token is more than one character we use
the rest of it as the third token.
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In the Zork: Nemesis version bundled in the ZGI SE DVD, the bell rope
puzzle has been modified so that it's non-interactive, i.e. there isn't
a hotspot to click while the video is playing, and the player is
transported to the next room. In the patched script, all criteria of
that puzzle were commented out, resulting in an invalid criteria list.
Skip any commented out criteria, to avoid ending with an invalid list.
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This reverts commit 9f642074ba8e17aa23b01bcee82b2293fe84f8f1, as it
broke the credits screen in ZGI.
This has been rewritten to use the common save code
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This is handled internally now, so r.svr isn't needed anymore
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This allows us to remove the last remnants of utility.*
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Conflicts:
engines/zvision/animation/rlf_animation.cpp
engines/zvision/animation_control.h
engines/zvision/core/console.cpp
engines/zvision/core/events.cpp
engines/zvision/cursors/cursor.cpp
engines/zvision/cursors/cursor_manager.cpp
engines/zvision/cursors/cursor_manager.h
engines/zvision/fonts/truetype_font.cpp
engines/zvision/graphics/render_manager.cpp
engines/zvision/graphics/render_manager.h
engines/zvision/inventory/inventory_manager.h
engines/zvision/inventory_manager.h
engines/zvision/meta_animation.h
engines/zvision/module.mk
engines/zvision/scripting/actions.cpp
engines/zvision/scripting/control.h
engines/zvision/scripting/controls/animation_control.cpp
engines/zvision/scripting/controls/animation_control.h
engines/zvision/scripting/controls/input_control.cpp
engines/zvision/scripting/controls/lever_control.cpp
engines/zvision/scripting/controls/timer_node.cpp
engines/zvision/scripting/controls/timer_node.h
engines/zvision/scripting/puzzle.h
engines/zvision/scripting/scr_file_handling.cpp
engines/zvision/scripting/script_manager.cpp
engines/zvision/scripting/script_manager.h
engines/zvision/sidefx.cpp
engines/zvision/sound/zork_raw.cpp
engines/zvision/sound/zork_raw.h
engines/zvision/video/video.cpp
engines/zvision/video/zork_avi_decoder.h
engines/zvision/zvision.cpp
engines/zvision/zvision.h
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I personally used filters within my IDE, but since others are now joining the project,
it was brought to my attention that some better organization would be nice.
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