1,507
edits
(Update) |
m (It's Gorrister, not Garrister) |
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* 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 "zapping" animations are not shown. This is perhaps because sfSwapActors() does not assign the non-protagonist ID | * Actor "zapping" animations are not shown. This is perhaps because sfSwapActors() does not assign the non-protagonist ID | ||
* sfPlaceActor throws a "Wrong frameOffset 0x1" warning when using the knife to scare the mice away in the kitchen with | * sfPlaceActor throws a "Wrong frameOffset 0x1" warning when using the knife to scare the mice away in the kitchen with Gorrister | ||
* After the introduction, during the character selection screen, 5 warnings are thrown (Frame List ID = 0 for actor index 0,1,2,3,9). This happens at other places, too | * After the introduction, during the character selection screen, 5 warnings are thrown (Frame List ID = 0 for actor index 0,1,2,3,9). This happens at other places, too | ||
* After chapter selection AM has intro speech. It is not possible to skip it with ESC, but it is possible to skip it with the left mouse button | * After chapter selection AM has intro speech. It is not possible to skip it with ESC, but it is possible to skip it with the left mouse button | ||
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* Implement saving and loading | * Implement saving and loading | ||
* The way that verbs are assigned internally is ugly and needs to be cleaned up | * The way that verbs are assigned internally is ugly and needs to be cleaned up | ||
* The panel background color is not always black (e.g. it's purple at AM's speech after chapter selection and yellow when | * The panel background color is not always black (e.g. it's purple at AM's speech after chapter selection and yellow when Gorrister enters the dining room) | ||
* Don't allow the player to move the main actor using the mouse during scripted animated sequences | * Don't allow the player to move the main actor using the mouse during scripted animated sequences | ||
* Implement sfScriptGotoScene differences for IHNM | * Implement sfScriptGotoScene differences for IHNM | ||
* 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. | * 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 | * 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 | * 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 | ||
edits