Age | Commit message (Collapse) | Author |
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svn-id: r13094
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NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend
svn-id: r13087
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o Fix bug with transition from vista to ranch
svn-id: r12799
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o Support transparency for characters. Needed for cockpit rendering
o Fixed bug in NUT renderer which drawed transparent characters garbled
o Fixed long-standing (and outstanding) bug with SAUD error
o Previous fix fixed music in some cases (scene transitions)
o Fixed bug with palette being reset when smush video is rewind
o Made debug level for insane adjustable at compile time (maybe I will remove it later)
svn-id: r12717
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svn-id: r12685
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svn-id: r12672
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svn-id: r12671
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o Fixed bug with only caveman approaching
o Extended smush player to process FT-specific overlays in videos.
They're used to draw broken truck & car approaching and opponents on the
mineroad
svn-id: r12670
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o Finally fixed seek error. Now I never encounter it, though there are weird
SAUD errors in some cases.
o Started to hunt cave-dude-only bug
svn-id: r12653
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o Now you can succesfully reach the cave so FT is completable, but it crashes
now in some particularly situations, so you should avoid them.
svn-id: r12630
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o Gave meaningful names to many variables
o Eliminated some slipped debug output
o Fixed vista-ranch scenes transition
o Now it is possible to equip goggles
svn-id: r12623
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calling processKbd() from inside smush and replace it with special code there)
svn-id: r12589
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o Seek error. Now it seems to cover all cases
o Shadows in tunnels on mineroad
o Renamed some function to match functionality
o bug #867555 (Problems between Mink Farm and Poyhoga)
o Ben disappearing in car chase
svn-id: r12586
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ScummEngine to ScummEngine_v6)
svn-id: r12516
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svn-id: r12444
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svn-id: r12363
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svn-id: r12287
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svn-id: r12262
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svn-id: r12187
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svn-id: r12176
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svn-id: r11991
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IMuseDigital oddities
svn-id: r11966
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svn-id: r11961
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svn-id: r11931
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svn-id: r11924
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svn-id: r11915
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svn-id: r11904
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svn-id: r11903
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svn-id: r11899
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svn-id: r11898
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Fixed bug with correct scene ending behaviour, now FT Mac Demo is completable.
Fixed some bugs with cavefish actor.
Cleanup.
svn-id: r11897
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o Removed SoundMixer::bindToSystem()
o In scumm, replaced _silentMixer, _silentDigitalImuse and _noDigitalSamples by SoundMixer::isReady()
svn-id: r11893
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mainly because people kept (accidentally and sometimes on purpose :-) misusing them
svn-id: r11881
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INSANE is enabled. Could anyone explain to me what's supposed to happen in
the "if (_insanity)" case?
svn-id: r11856
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natural; and allows for various cleanup)
svn-id: r11846
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svn-id: r11842
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hacks in the SMUSH code (which were previously needed to avoid various race conditions/crashes/hangups)
svn-id: r11833
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this by playInputStream(), this cleanup eases this a bit)
svn-id: r11803
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use of stopChannel by a hack (note: the code in question is a hack in itself already)
svn-id: r11799
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o Fix bugs
o Some mineroad support
svn-id: r11750
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o Implemented support functions for every scene
o Started work on IACT containing scenes
IACT for insane would be INSANE Action rater that IMUSE Action
svn-id: r11691
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situation, but hey, at least this helps :-)
svn-id: r11662
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o Killed many bugs in actors' handlers
o Implemented rest of the actors
svn-id: r11643
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o Next batch of enemy code implemented
o Cleanup
svn-id: r11595
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at speed = +3.
To reach first insane scene press ESC during non-interactive scene to skip
seek error.
svn-id: r11531
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Ben by keyboard and crash. Video looping is still buggy and may crash
scummvm. Also whole scene looping is disabled and you get forwarded to
next scene.
Graphics glitches, Ben has just corpse and opponent is not drawn at all.
Smush player was extended with video seeking methods, although incomplete.
svn-id: r11527
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To escape within INSANE scene only option is to exit scummvm with Alt+X.
svn-id: r11509
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INSANE in config.h. But only non-interactive parts work and there is no
insane scene skip. Only one choice during those scenes is Ctrl+X.
svn-id: r11507
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Don't do CD checks for COMI demos
svn-id: r11336
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svn-id: r11328
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