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Difference between revisions of "SCI/TODO"

333 bytes added ,  19:07, 18 October 2009
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* Known bugs in newgui
** King's Quest 5
*** Sometimes there is animation cels shown in talking boxes. This is caused by the script calling kDrawCel for drawing the talking boxes and it also calls kAnimate later, which then draws current active cels on top of it
*** Pathfinding in the screen that is before getting captured by the big bird isnt working correctly. At least when clicking on the place where one is supposed to go, graham goes backwards. It's possible to get him to the required position but 2-3 mouse clicks are needed
*** priority map issues, seems to be caused by floodfill (look at the anchor at the beach house)
*** text is not correctly centered when viewing the credits
** Larry 5
*** Music loops endlessly at patti examination scene (script reuses an existing object for playing that music, but nodePtr is set to zero from unknown and the script calls kDoSound / setLoop first, so this gets ignored resulting in an endless loop
*** Patti loop isnt correct, resulting in glitches and glitchy animation
* Easy
* Easy
** rename the sfx/ dir to sound/ or audio/ (it doesn't just deal with "sound effects).
** rename the sfx/ dir to sound/ or audio/ (it doesn't just deal with "sound effects).
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** SQ1 calls UnLoad() with only one argument when exiting the Ulence Flats bar
** SQ1 calls UnLoad() with only one argument when exiting the Ulence Flats bar
** SQ4/Floppy will set the speed to maximum if you access the control panel without tweaking the speed slider. Either tweak the speed slider, or use function keys to access the control panel functionality
** SQ4/Floppy will set the speed to maximum if you access the control panel without tweaking the speed slider. Either tweak the speed slider, or use function keys to access the control panel functionality
* Known bugs in newgui
** King's Quest 5
*** Sometimes there is animation cels shown in talking boxes. This is caused by the script calling kDrawCel for drawing the talking boxes and it also calls kAnimate later, which then draws current active cels on top of it
*** Pathfinding in the screen that is before getting captured by the big bird isnt working correctly. At least when clicking on the place where one is supposed to go, graham goes backwards. It's possible to get him to the required position but 2-3 mouse clicks are needed
*** priority map issues, seems to be caused by floodfill (look at the anchor at the beach house)
*** text is not correctly centered when viewing the credits
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