Age | Commit message (Collapse) | Author |
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This fairly clearly intentional and thus no FIXME comment is added for
this.
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This leak was introduced in commit #a37e388
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This is from bug Trac #10705.
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Fixes typos that lead to Grooper::doit() arithmetic errors, bug #10777
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This is a regression from 90b78c544657bf0fc41d6b86276a0873060345b5
This commit restores the previous behaviour and avoids a null
pointer dereference induced crash.
This fixes the root cause of bug Trac #10515.
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The action which triggers the assertion is CheckUnderBedDB.
This changes ActionPlay::OnStart method to be similar to superclass
implementation with regard to _startFrame to avoid this.
However, the animation still glitches repeating several times, but this
is a script bug in the original and should be addressed in a workaround
in a future commit.
This should fix the main issue in Trac bug #10800.
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Fixes an incorrect message in the original. bug #10801
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Prevents the autosave script from enforcing a 20 savegame limit, bug #10758
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Fixes timing that cuts off speech. bug #10787
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This bug would occur when casting dispel magic while the weapon slots were temporarily disabled (from using a weapon etc.). This could lead to permanently disabled slots.
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- added print_map command which prints a map of the current level
- fixed open_door/close_door commands
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This patch was originally from bug Trac #6276 and was submitted by
bluegr.
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Fixes graphics glitch in the original game, bug #9760
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This allows the backend to show the hi-res videos at full
resolution, rather than scaling them down.
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This is used for some logo animations at the start of the game. I
don't know if it's used for anything else, but probably not.
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This is a 4CD release, with date inside the disk.1 file of August 14th
1995.
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This fixes bug Trac #10791.
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Loading and returning from subscripts alters the _variables
used, thus are not guaranteed to create a valid save state.
Loading a save should be valid at any time, as long as the
active script being run is restored to the base game script.
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Implement RB (bitmap visibility) command.
Implement stub for FLX and FLB (play animation) commands.
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This is a workaround for a premature sfx (original code/script bug) in a specific sequence in catacombs level 2.
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Catacombs level 3 doors were not drawn completely.
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- workaround to fix music playback in Mixed Up Mothergoose
- remove a useless declaration
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Also fix an issue with parsing IF command.
This commit makes the game completable (with many issues).
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regression from 00e59a31 - savegames without thumbnails (like the quickstart party) would raise an error message.
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Removes a problematic active debug hotkey, bug #10781
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Fixes a missing message error in floppy version. bug #10782
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Implement dummy SPECIALSHOW command (skip puzzle).
Fix NEWROOM command parsing.
Fix use action on inventory items.
Fix interaction with certain doors.
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displayed overlapping)
It seems that I broke this after 1.5.0 in 2013 when adding support for the FM-Towns version.
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This is a followup to the fix for bug #10665 (Urbish mines lobster having an invalid sound track number and causing invalid memory access).
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Add implicit pick up action for certain statics.
Respect disabled implicit walk action for doors.
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Fixes ego speed bugs in the original game, bug #10780
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Introduce game screen and game widget.
Add status bar to show currently hovered and picked items.
Load hardcoded strings from game executable.
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Properly fixes bug #10766.
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This occurs because of an out of buffer access when trying to play the
monster sound effect.
This is bug Trac #10665.
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Requested in enhancement #10713
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This feature can be used for the Windows version of KQ7, as well as
PQ:SWAT
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Fixes lockup in original game, bug #10767
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Fixes missing points in english pc floppy version, bug #10763
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