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Difference between revisions of "SAGA/TODO"

54 bytes added ,  20:28, 3 June 2007
Reordered the TODOs a bit, put the 3 most important ones first
(Update)
(Reordered the TODOs a bit, put the 3 most important ones first)
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== IHNM ToDos ==
== IHNM ToDos ==
* ['''Important'''] It's impossible to climb up the stairs with Gorrister, because the hitzone returned is wrong. ScummVM crashes with "ObjectMap::getHitZone wrong index 0x1!"
* ['''Important'''] Conversation options are not shown. Therefore, it's currently impossible to talk to characters when multiple conversation options are available. This is noticeable with Nimdok, where you are able to talk to the guard (no conversation options) but when talking to the prisoner, the expected conversation options are not shown. If a conversation option is selected (using a hack in the code), the character does not say it and we immediately jump to the other character's reply instead
* ['''Important'''] When a wrong monitor is selected with Ted, normally the door closes, screen goes black and AM says "Oh oh oh sorry Ted, try again", and we're taken to the character selection screen again. ScummVM just exits without error
* Psychic Profile display. Underlying variables seem to be deciphered.
* Actor animations are all wrong. (It's better now, but is it right yet?). Helen's walking animation is not showing at all. Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001
* Actor animations are all wrong. (It's better now, but is it right yet?). Helen's walking animation is not showing at all. Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001
* Actor walking speed is not correct (It's better now, but is it right yet? Calculations should be the same, and it seems to be similar to the otiginal running under DOSBox)
* Actor walking speed is not correct (It's better now, but is it right yet? Calculations should be the same, and it seems to be similar to the otiginal running under DOSBox)
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* It seems that depth image isn't correct. Different format?
* It seems that depth image isn't correct. Different format?
* I've seen no stepzones so far. Probably their format has changed and they aren't loaded
* I've seen no stepzones so far. Probably their format has changed and they aren't loaded
* Psychic Profile display. Underlying variables seem to be deciphered.
* Options panel shows up without textures on the buttons and some options are not functioning yet (e.g. the load/save dialogs)
* Options panel shows up without textures on the buttons and some options are not functioning yet (e.g. the load/save dialogs)
* Voices volume isn't implemented yet
* Voices volume isn't implemented yet
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* If you look outside the porthole in the room where the gun is, the screen will change, showing the ship's engine. However, after the animation is complete, the scene diesn't update properly to show the room again, and it shows the last frame of the engine animation instead. This could be because of the unimplemented differences for IHNM in sfScriptGotoScene
* If you look outside the porthole in the room where the gun is, the screen will change, showing the ship's engine. However, after the animation is complete, the scene diesn't update properly to show the room again, and it shows the last frame of the engine animation instead. This could be because of the unimplemented differences for IHNM in sfScriptGotoScene
* Characters can get stuck in environmental objects (might be because of mistakes in actor animation). E.g. Gorrister can get stuck in the corridor railings
* Characters can get stuck in environmental objects (might be because of mistakes in actor animation). E.g. Gorrister can get stuck in the corridor railings
* It's impossible to climb up the stairs with Gorrister, because the hitzone returned is wrong. ScummVM crashes with "ObjectMap::getHitZone wrong index 0x1!"
* Conversation options are not shown. Therefore, it's currently impossible to talk to characters when multiple conversation options are available. This is noticeable with Nimdok, where you are able to talk to the guard (no conversation options) but when talking to the prisoner, the expected conversation options are not shown. If a conversation option is selected (using a hack in the code), the character does not say it and we immediately jump to the other character's reply instead
* Pathfinding algorithm bugs: When walking with Benny from the forest to the caves, the actor can't find the path properly. Also, when clicking on a cave entrance with Ben, he starts walking to the cave and then moves a step back, thus he can't enter it. If the user clicks on the lower left of each cave (or other spots around the cave entrance), Ben enters the cave correctly
* Pathfinding algorithm bugs: When walking with Benny from the forest to the caves, the actor can't find the path properly. Also, when clicking on a cave entrance with Ben, he starts walking to the cave and then moves a step back, thus he can't enter it. If the user clicks on the lower left of each cave (or other spots around the cave entrance), Ben enters the cave correctly
* When a wrong monitor is selected with Ted, normally the door closes, screen goes black and AM says "Oh oh oh sorry Ted, try again", and we're taken to the character selection screen again. ScummVM just exits without error
* Implement several missing script functions (e.g. sfScriptFade, sfScriptStartVideo, sfScriptReturnFromVideo, sfScriptEndVideo etc)
* Implement several missing script functions (e.g. sfScriptFade, sfScriptStartVideo, sfScriptReturnFromVideo, sfScriptEndVideo etc)


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