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== TODOs ==
== TODOs ==


* Finish implementation of AI logic
===Logic===
* Add savegame support
* Review logic code for all entities
* Correct rendering of cursors
** Review shared logic functions
* Add support for demo
** Review chapter logic functions (each chapter uses a set of functions + shared functions)
* Convert NIS animations to use event handler & sound&scene managers
* Cleanup MACRO usage


* Finish inventory support
===Savegame support===
** Add blinking menu icon
** Fix regression in inventory UI code


* Finish graphic manager
* Add support for original savegame format (the game data is compressed, the headers are not)
** Add graphic transitions
* Add support for importing existing savegames (the demo uses a savegame to initialize the logic and we have to treat it as a data file)
** Add support for luminosity adjustement
* Prefix savegame filenames with the game id
** Add dirty-rects handling


* Finish implementation of combat
** Objectify Fight class


* Finish Sound manager
===Demo support===
** Add subtitle handling
 
** Add sound filters
* Add support in the logic/menu (needs to be initialized to a specific time)
** Finish implementation of audio queue
* Add support in entity/actions handling (differences need to be investigated)
* Add support for the promotional slide-show
 
 
===Inventory support===
 
* Add blinking menu icon
* Fix regression in inventory UI code (in progress)
 
 
===Graphics===
* Add graphic transitions
* Add support for luminosity adjustement
** Add luminosity table
** Check if all graphics are concerned by the luminosity adjustement
** Support adjusting luminosity on the fly in the graphics manager
* Add dirty-rects handling
** Classes implementing Drawable need to return a Common::Rect when drawing. Some need to be updated (they return an empty rect right now).
** The GraphicsManager class needs to be updated to store each surface dirty rects and merge those when doing the update.
** The previous frame dirty rects should also be stored in case we want to be able to redraw everything when getting clear background calls.
* Correct rendering black color for cursors (see magnifier cursor)
* Convert NIS animations to use sound&scene managers
* Fix subtitle debug output on Linux
 
===Combat sequences===
* <s>Objectify Fight class</s>
 
 
===Sound===
* Rewrite sound timer
** <s>Implement sound filters</s>
** Implement remaining sound queue/cache logic
** Allow switching of filter function on the fly (can change between playback of each audio sample)
* Add subtitle handling
* Add option to disable subtitles
* Finish implementation of audio queue
* Implement sound looping function (train/steam sounds?)
* Fix improper triggering of actions on sound end (visible when trying to open/knock on doors)
* Rewrite NIS animations to use the audio queue (currently outputs directly with a hardcoded filter id)
* Rewrite filter handling -- reported by eriktorbjorn/clone2727
** The filter id should be set for each block (it used to be reset and caused blocks to be dropped)


== Known issues ==
== Known issues ==
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===Chapter 1===
===Chapter 1===


* Alexei eats way too fast in the restaurant
* Alexei eats way too fast in the restaurant. This also happens with Mertens&Coudert when standing up and several other characters. This seems to be due to a wrong time interval calculation for certain frames.
* Characters sometimes get stuck in an animation cycle. Examples:
* Pascale never stops talking to August in the restaurant
* Anna can be seen entering a compartment in the green car (hers is in the red car)
* Verges appears walking when looking at doors
* Characters sometimes get stuck in an animation cycle.
** Mertens can get stuck if he sees you trying to open the wrong compartment door.  
** Mertens can get stuck if he sees you trying to open the wrong compartment door.  
** Verges can get stuck at Mertens's seat. Merten was standing up when the conductor was approaching. The conductor never got past him, and Mertens remained standing. Seems to happen if I wait long enough near Mertens's seat.
** Verges can get stuck at Mertens's seat. Merten was standing up when the conductor was approaching. The conductor never got past him, and Mertens remained standing. Seems to happen if I wait long enough near Mertens's seat.
** Francois gets stuck outside his compartment, flickering. He is supposed to get out and start running in the corridor.
** <s>Francois gets stuck outside his compartment, flickering. He is supposed to get out and start running in the corridor.</s>
** Mahmud stays on the corridor after knocking on one of his companions' doors
** Mahmud stays on the corridor after knocking on one of his companions' doors


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