TsAGE/TODO
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Revision as of 16:19, 7 May 2011 by Strangerke (talk | contribs) (Add gitch in scene 7000, First Wave)
This is a list of things that still need to be handled properly for the Ringworld game:
- Add sound support
- Adlib
- Sound Blaster
- GUS
- Midi (MT-32)
Known engine bugs:
- Scene 4301: Broken savegames : "Unknown class name 'PaletteRotation' encountered trying to restore savegame!"
- Scene 7600: The ship should be reduced to a single pixel when approaching the floating fortress. It's currently not visible, (most likely rounded to 0 pixel).
- During a cutscene, if ScummVM loses focus then has focus, the cursor is displayed instead of staying hidden.
- When F5 is pressed, ScummVM seems to consider that CTRL is pressed, so typing a 's' generates a savegame.
Known hardcoded logic bugs in floppy version:
- Scene 5000: during the initial animation, it seems that Quinn is behind Seeker then is suddenly in front. It look bad, to be verified.
- Scene 5100: When the flesheaters are surrounding Quinn, they move EXTREMELY fast
- Scene 6100: The probe commands seem a bit broken: you can't go straight forward (always turning in a direction) and only on direction is available (either left, or right, but not both). It's still completable, though
Known hardcoded logic bugs in First Wave version:
- Scene 4000: priority bug when characters enter the screen
- Scene 4045: When Quinn takes the peg, it goes back to the previous room. Priority issue + he doesn't go to the previous room
- Scene 5000: The hotspot used to go to scene 5100 doesn't work (Blocker!)
- Scene 5200: The hotspot used to go to scene 5100 doesn't work (Blocker!)
- Scene 6100: At the end, texts are not skippable, it looks wrong (to be verified)
- Scene 7000: When the ship is landing, the reactor fire is at the wrong place
Floppy version is now completable. First wave version: Playable until scene 5000 CD version: status unknown