Difference between revisions of "TsAGE/TODO"
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Eriktorbjorn (talk | contribs) (Added minor scene 4100 glitch.) |
Eriktorbjorn (talk | contribs) (Added scene 4025 issue.) |
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*Scene 4000 (or maybe 4045): If you tell the chief to show you the Tech, Miranda will say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock. | *Scene 4000 (or maybe 4045): If you tell the chief to show you the Tech, Miranda will say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock. | ||
*Scene 4100: If you enter from scene 4150 (the sleeping chamber/kitchen), and Rock is already passed out from the ale, the mouse cursor will stay invisible until you click the mouse. | *Scene 4100: If you enter from scene 4150 (the sleeping chamber/kitchen), and Rock is already passed out from the ale, the mouse cursor will stay invisible until you click the mouse. | ||
*Scene 4025: Trying to save while looking at the "Tech" triggers an assertion: "engines/tsage/saveload.cpp:76: void tSage::Serializer::syncPointer(tSage::SavedObject**, Common::Serializer::Version, Common::Serializer::Version): Assertion `idx > 0' failed." | |||
Game status: | Game status: |
Revision as of 15:19, 22 May 2011
This is a list of things that still need to be handled properly for the Ringworld game:
- Add sound support
- Adlib
- Sound Blaster
- Midi (MT-32)
Known engine bugs:
- There's a Valgrind warning in SceneObject::removeObject() about _visage being undefined when it tests for it. ("Conditional jump or move depends on uninitialised value(s)".
- The start play / introduction dialog looks a bit different in DOSBox than it does in ScummVM. It's positioned slightly different, the "Introduction" button has a different border (default button, perhaps?), and when clicked the button goes black, not red.
- In DOSBox, the button remains selected unless I move the mouse entirely off the button. (Should be fixed now, but the fix is a bit hackish.)
- Quitting the game while the inventory dialog is open generates a failed assertion.
Known hardcoded logic bugs in floppy version:
- In scene #6100, the Rocks occasionally get drawn on-screen over-sized at the very bottom of the screen. This is most easily noticable by navigating into a sunflower.
- Restoring a savegame in scene2320 results in a crash whenever the lift is used
Known hardcoded logic bugs in First Wave version:
- Scene 2320: When Quinn picks the arms, there a priority glitch (to be verified)
- Scene 6100: At the end, texts are not skippable, it looks wrong (to be verified)
Known hardcoded logic bugs in CD version:
- Scene 2320: If you try to activate the flycycle, it will appear but Quinn will say "Too bad you don't have time to take it out for a spin right now." and then the game becomes unresponsive. I'm guessing that there is a missing call to enableAction(), possibly in Action1::signal() or Action4::signal() since both those functions are being called a couple of times during the animation.
- Scene 2100: If you sit down at Quinn's console and then get back up again, his walk animation gets screwed up until you leave the scene.
- Scene 4000 (or maybe 4045): If you tell the chief to show you the Tech, Miranda will say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock.
- Scene 4100: If you enter from scene 4150 (the sleeping chamber/kitchen), and Rock is already passed out from the ale, the mouse cursor will stay invisible until you click the mouse.
- Scene 4025: Trying to save while looking at the "Tech" triggers an assertion: "engines/tsage/saveload.cpp:76: void tSage::Serializer::syncPointer(tSage::SavedObject**, Common::Serializer::Version, Common::Serializer::Version): Assertion `idx > 0' failed."
Game status:
- Floppy version: Completable.
- First wave version: Completable.
- CD version: status unknown