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Difference between revisions of "SCI/TODO"

268 bytes removed ,  00:33, 19 June 2010
Since we got a screen update speed throttler in SCI, the issue in Jones should be gone now for the Mac port. Also, grouped the issues when restoring in some SCI0 games together
(PQ2 issue fixed)
(Since we got a screen update speed throttler in SCI, the issue in Jones should be gone now for the Mac port. Also, grouped the issues when restoring in some SCI0 games together)
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=== VM ===
=== VM ===
* Glitches when restoring in some SCI0 games:
** LSL2: Restoring a game in the first screen moves the cels up by some pixels (e.g. the road sign). Cel positions are fixed when exiting and reentering the scene
** PQ2: when restoring a game in room 25 (753 third street) our car moves up some pixels, so trunk animations dont match
* Castle of Dr. Brain: Loading a saved game made inside the puzzle room (room 360) shows an empty grey screen. That particular room does not have a background
* Castle of Dr. Brain: Loading a saved game made inside the puzzle room (room 360) shows an empty grey screen. That particular room does not have a background
* Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene - isSaneNodePointer: Node at 0000:0000 wasn't found! is displayed when starting to plot
* Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene - isSaneNodePointer: Node at 0000:0000 wasn't found! is displayed when starting to plot
* Iceman: acknowledging depth isn't possible - issue is script 384 (see green board)
* Iceman: acknowledging depth isn't possible - issue is script 384 (see green board)
* Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)
* Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)
* Jones/CD: walking animations and portraits are turned off by the scripts on some computers caused by speed throttler. Only occurs on Mac OS X, does not occur on Windows 32-bit, Wii
** Occurs when the system slows down when receiving too many update screen calls. See [[HOWTO-Backends#updateScreen() method|here]].
* Longbow: After leaving the cave and the conversation that follows, a list is not sane anymore (perhaps it's related to pathfinding? There's a relevant warning just before this occurs)
* Longbow: After leaving the cave and the conversation that follows, a list is not sane anymore (perhaps it's related to pathfinding? There's a relevant warning just before this occurs)
* LSL1: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* LSL1: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* LSL2: Restoring a game in the first screen moves the cels up by some pixels (e.g. the road sign). Cel positions are fixed when exiting and reentering the scene
* LSL5: one screen nearly at the end with text disappears far too quick
* LSL5: one screen nearly at the end with text disappears far too quick
* PQ2: when restoring a game in room 25 (753 third street) our car moves up some pixels, so trunk animations dont match
* PQ2: room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although i'm not unable to reproduce it anymore. I guess I did something differently last time.
* PQ2: room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although i'm not unable to reproduce it anymore. I guess I did something differently last time.
* PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only valgrind/app verifier))
* PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only valgrind/app verifier))
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