Age | Commit message (Collapse) | Author |
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svn-id: r18895
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svn-id: r18894
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to actually *play* the cutaways. I'll look into that later.
svn-id: r18865
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svn-id: r18677
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svn-id: r18646
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svn-id: r18644
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svn-id: r18623
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o WIP for metaResources
svn-id: r18620
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svn-id: r18619
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o Fix warnings
o Implemented IHNM changeChapter()
o WIP for metaResources
svn-id: r18618
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svn-id: r18605
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svn-id: r18604
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svn-id: r18584
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svn-id: r18582
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wrong to warn, but it annoyed me.
svn-id: r18581
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-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
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-rewritten font loading
-actors box text output implemented
-many fixes
-implemented nonactors textoutput
svn-id: r18542
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code cleanups
svn-id: r18523
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svn-id: r18518
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so last sequence should look much better (not perfect)
svn-id: r18516
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- Fixed scenes glitch when loading saved game. This is done by closing
load window right after game is loaded which differs from original but
seems more logical to me
- Fixed wrong palette when Dragon maze was loaded from a savegame. We just
didn't process Palette resource for it.
svn-id: r18494
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svn-id: r18416
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English and German at the same time. I've simplified the handling a bit by
splitting the line flags into language and... not-language? platform? since
this was easier than adding another combined flag. Easier to read, anyway.
I've also fixed some other minor things, e.g. "Edward" was shortened to
"Ed" in the WyrmKeep version. Of course, there may be regressions. And
there are some cases where English texts could appear in German versions,
but I don't know if it ever happens for any existing versin of the game.
svn-id: r18334
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the Puzzle and continue game pretending like you completed the Puzzle.
svn-id: r18225
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preparation for option dialog (wip)
svn-id: r18217
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partialy fixed protect rat
svn-id: r18174
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fixed occasional verbs redraw
svn-id: r18113
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fixed load actors entrance
removed some orphans
svn-id: r17964
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and F8 for loading. Now works only within current scene and restores
to entrance #0 which is wrong.
svn-id: r17726
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-only riff shows as small point
-change scene from world map
todo: in original talk_to not shows for riff on world map
svn-id: r17340
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svn-id: r17289
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- some memory deallocation fixup
todo: fix follower stuckiness in tents
svn-id: r17180
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todo: loadMulti - may be wrong
svn-id: r16670
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- objectMap responds to mouse move (but respond script not run well ?)
loadStrings add some special count check
- so all other LUT based resource should implement this technique
svn-id: r16594
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svn-id: r16593
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- remove ActionMap.h & ActionMap.cpp
- ObjectMap names move to Scene::_sceneStrings as in original engine
- fix wrong StringsTable::stringsCount calculation
svn-id: r16592
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test: in ITE type "scene_change 130" at console
svn-id: r16574
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supported)
svn-id: r16568
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- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
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svn-id: r16559
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svn-id: r16557
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hardcoded, but I'll save that for later :)
o Eliminated all leftovers of previous language loader. If you'll spot another
one, just remove it silently.
svn-id: r16556
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svn-id: r16553
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o Now we correctly show Wyrmkeep logo in Mac demos
o Applied patch #1098971 ITE credits
svn-id: r16507
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svn-id: r16482
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o Code formatting in scene.h
svn-id: r16479
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NOTE: lines which start with `;' should contain calls to not yet
implemented subsystems like Conversation subsystem
svn-id: r16443
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o Support for sprites in Mac versions
o Improvements on scene flags
o More code on proper interface modes handling. Just a tiny bit was committed
as other stuff breaks intro due to incompleteness.
svn-id: r16425
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svn-id: r16423
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svn-id: r16399
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