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== TODOs == | == TODOs == | ||
* | ===Logic=== | ||
* | * Review logic code for all entities | ||
* | ** Review shared logic functions | ||
** Review chapter logic functions (each chapter uses a set of functions + shared functions) | |||
* | * Cleanup MACRO usage | ||
===Savegame support=== | |||
* Add support for original savegame format (the game data is compressed, the headers are not) | |||
* 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) | |||
* Prefix savegame filenames with the game id | |||
* | |||
* | ===Demo support=== | ||
** | |||
** | * 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. | * 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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