TsAGE/TODO
< TsAGE
Revision as of 05:37, 22 May 2011 by Eriktorbjorn (talk | contribs) (Added another scene 2100 glitch.)
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 4150: Using the duck produces the message, "You don't need to use your stunner, the fire is sufficient for heating their meal." which seems a bit out of place. Conversely, trying to stun the duck produces the message, "You don't need to steal their next meal."
- 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.
Game status:
- Floppy version: Completable.
- First wave version: Completable.
- CD version: status unknown