Difference between revisions of "TsAGE/TODO"
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Eriktorbjorn (talk | contribs) (Talking to Seeker now gives an appropriate nudge about the Explorer.) |
Strangerke (talk | contribs) (Move bug in scene 6100 to engine bug) |
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* 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.) | * 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. | * Quitting the game while the inventory dialog is open generates a failed assertion. | ||
* Scene 6100: If I allow the probe to get too damaged, it leads into a conversation between Quinn and Seeker. The mouse cursor is shown here (present in the original) and the cursor movement is much jerkier than usual. (This jerkiness is also present when successfully reaching the destination with the probe.) | |||
Known hardcoded logic bugs in floppy version: | Known hardcoded logic bugs in floppy version: | ||
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Known hardcoded logic bugs in First Wave version: | Known hardcoded logic bugs in First Wave version: | ||
*Scene 2320: When Quinn picks the arms, there a priority glitch (to be verified) | * 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) | * Scene 6100: At the end, texts are not skippable, it looks wrong (to be verified) | ||
Known hardcoded logic bugs in CD version: | Known hardcoded logic bugs in CD version: | ||
*Scene 5100: If I remove the rock that covers the food pit, then enters the throne room but leaves without the stasis box, Quinn and Seeker talks briefly and Quinn goes back for the box. This triggers an assertion, "engines/tsage/converse.cpp:249: virtual void tSage::SequenceManager::signal(): Assertion `_sceneObject' failed." | * Scene 5100: If I remove the rock that covers the food pit, then enters the throne room but leaves without the stasis box, Quinn and Seeker talks briefly and Quinn goes back for the box. This triggers an assertion, "engines/tsage/converse.cpp:249: virtual void tSage::SequenceManager::signal(): Assertion `_sceneObject' failed." | ||
* Scene 2320: This may be by design, but after being told to look for the Explorer I was able to construct the arms for the dolphin. I didn't even know I would need that! | |||
*Scene 2320: This may be by design, but after being told to look for the Explorer I was able to construct the arms for the dolphin. I didn't even know I would need that! | |||
Present in the original game: | Present in the original game: | ||
*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. (Update: This is apparently a bug in the original interpreter as well, but could perhaps be fixed in ScummVM?) | * 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. (Update: This is apparently a bug in the original interpreter as well, but could perhaps be fixed in ScummVM?) | ||
*Scene 5300: This may not be a bug, but if I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it something I said?", etc. Is he supposed to say that every time, or just the first time I get here? | * Scene 5300: This may not be a bug, but if I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it something I said?", etc. Is he supposed to say that every time, or just the first time I get here? | ||
*Scene 5100: After stunning one of the flesheaters, the other one runs away. If you stun the one on the right, the other one hides on the far left of the scene. Even though you can't see it, you can examine it and touch it. The descriptions you get are the same as for the stunned flesheater. Apparently, the game doesn't make any difference between them. | * Scene 5100: After stunning one of the flesheaters, the other one runs away. If you stun the one on the right, the other one hides on the far left of the scene. Even though you can't see it, you can examine it and touch it. The descriptions you get are the same as for the stunned flesheater. Apparently, the game doesn't make any difference between them. | ||
Game status: | Game status: | ||
*Floppy version: Completable. | * Floppy version: Completable. | ||
*First wave version: Completable. | * First wave version: Completable. | ||
*CD version: Completable. | * CD version: Completable. |
Revision as of 06:02, 1 June 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 int the CD version compared to the floppy versions currently implemented. It's positioned slightly differently, 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.
- Scene 6100: If I allow the probe to get too damaged, it leads into a conversation between Quinn and Seeker. The mouse cursor is shown here (present in the original) and the cursor movement is much jerkier than usual. (This jerkiness is also present when successfully reaching the destination with the probe.)
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.
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 5100: If I remove the rock that covers the food pit, then enters the throne room but leaves without the stasis box, Quinn and Seeker talks briefly and Quinn goes back for the box. This triggers an assertion, "engines/tsage/converse.cpp:249: virtual void tSage::SequenceManager::signal(): Assertion `_sceneObject' failed."
- Scene 2320: This may be by design, but after being told to look for the Explorer I was able to construct the arms for the dolphin. I didn't even know I would need that!
Present in the original game:
- 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. (Update: This is apparently a bug in the original interpreter as well, but could perhaps be fixed in ScummVM?)
- Scene 5300: This may not be a bug, but if I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it something I said?", etc. Is he supposed to say that every time, or just the first time I get here?
- Scene 5100: After stunning one of the flesheaters, the other one runs away. If you stun the one on the right, the other one hides on the far left of the scene. Even though you can't see it, you can examine it and touch it. The descriptions you get are the same as for the stunned flesheater. Apparently, the game doesn't make any difference between them.
Game status:
- Floppy version: Completable.
- First wave version: Completable.
- CD version: Completable.