Age | Commit message (Collapse) | Author |
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svn-id: r52494
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Add a check on CONFIG.DAT size in order to avoid loading crap into
the _config structure during the initialization of the engine.
The game no longer starts in turbo & mute mode
svn-id: r52493
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svn-id: r52491
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"bpr" breakpoint on reading of selectors
"bpw" breakpoint of writing of selectors
"bpx" is now breakpoint on executing of selectors only
svn-id: r52490
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svn-id: r52489
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The fixes a couple scripts which decide to delay through a background video turning into a virtual blocking video.
svn-id: r52488
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This fixes some cursors showing up incorrectly if the cursor moved during ie. a video and then the card changes. Also, remove an unneeded rect check in loadHotspots() that's from the ancient times before script size calculation was fixed and some warnings that don't affect gameplay.
svn-id: r52487
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svn-id: r52485
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and merge it together with global volume, fixes bug #3053104)
svn-id: r52484
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It is now possible to trap Gehn in the trap book. Side note: Riven is now completable from the beginning provided you know the D'ni number system already (and the marble puzzle is just hacked to always work).
svn-id: r52482
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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: r52478
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"Battle Cruiser""
svn-id: r52477
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The sliders are now movable and reset properly. The combination defined in the lab journal works on all the domes too.
svn-id: r52476
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incompatibility with some sierra games. Some games open a new menu, set mouse cursor within that menu and expect the mouse cursor to be in there and will close it, if it's outside. In case of Wiimote/touch interfaces this logic won't work of course. Fixes island of dr. brain and QfG1VGA on Wii and touch-interface platforms
svn-id: r52474
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svn-id: r52471
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svn-id: r52470
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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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which keep changing location in each game
svn-id: r52466
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wastes cycles if we're not debugging the GC
svn-id: r52465
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svn-id: r52464
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This enables translators to use a different translation for these strings in
1x mode (e.g. 320x200 or 320x240) and in 2x or 3x modes.
svn-id: r52461
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svn-id: r52457
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fixes later sci games, when using new kDoBresen/kInitBresen
svn-id: r52454
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fixes qfg2 walking against wall, etc. BUT its currently disabled by default. You need to comment out the #define USE_OLD_BRESEN line in kmovement.cpp
svn-id: r52453
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svn-id: r52452
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svn-id: r52451
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filter out files that are larger than 1k, actually removes real saved games from the list
svn-id: r52450
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broke importing, also savedgames are named "qfg1.0xx", so they werent showed before anyway and ".sav" is not mandatory for exported character files.
svn-id: r52449
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QFG can't import saved games, thus there is no point in including them in the
character import screens.
svn-id: r52448
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a game"
svn-id: r52447
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svn-id: r52446
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svn-id: r52445
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svn-id: r52444
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svn-id: r52443
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svn-id: r52442
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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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svn-id: r52440
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svn-id: r52438
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The original SCI games supported up to 12 characters for file names, thus we
use the file name returned as a mask to find the actual file, as we don't
wrap/unwrap save file names in these screens. If no files match, or if more
than 1 files match, throw a warning.
svn-id: r52437
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makes scroll smooth on linux (and maybe others too)
svn-id: r52436
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the king"
svn-id: r52433
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svn-id: r52432
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SCI constantly invoked Engine::shouldQuit(), which in
turn called 2 virtual functions. This added a significant
overhead, as this was called constantly without any
throttling whatsoever. Now, the invocation of shouldQuit()
is throttled to be on each frame update (i.e. at a rate of
60fps). Thanks to wjp for profiling this.
svn-id: r52431
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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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At the opposite of the other versions, the real name of the first
stick file in Fascination CD is intro.stk, not disk0.stk.
svn-id: r52424
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svn-id: r52419
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Fix a bug (missing character id in initialization) in creation tool
and silent some more warnings.
svn-id: r52414
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