Difference between revisions of "TsAGE/TODO"

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(Add savegame issue detected by [Md5])
(Removed obsolete bugs, added new ones, updated current status)
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Known engine bugs:
Known engine bugs:
*Savegames are broken in scene group 6 (scene 5000 is obvious)
*Pathfinding bug: when trying to exit scene 5200, the game enters an infinite loop. This happens because PlayerMover::proc1() keeps rejecting the path to the exit, as it supposedly returns to the original source region.
*Savegames are broken in scene 4050. Restoring them results in an error: "0x001cd9d0 "Unknown class name 'SceneObjectWrapper' encountered trying to restore savegame""
*Pathfinding bug: after exiting from scene 5200 to 5100 and save the Seeker from the pit, there is an animation where Quinn and the Seeker exit the caves. However, Quinn incorrectly falls inside the trap while walking out, thus the animation where the flesheaters capture him is shown and the game enters an infinite loop of the same scenes shown over and over. This one might be a hardcoded logic bug, as the trap hotspot might have to be disabled for that cutscene
 
It's still possible to bypass the two aforementioned bugs if the walk regions for these two scenes are forced to be ignored inside PlayerMover::setDest().


Known hardcoded logic bugs:
Known hardcoded logic bugs:
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Currently Playable until:
Currently Playable until:
*Scene 5100 (at least, to be checked)
*Scene 5200, second time, after obtaining the stasis box

Revision as of 22:24, 28 April 2011

This is a list of things that still need to be handled properly:

  • Add sound support
    • Adlib
    • Sound Blaster
    • GUS
    • Midi (MT-32)

Known engine bugs:

  • Pathfinding bug: when trying to exit scene 5200, the game enters an infinite loop. This happens because PlayerMover::proc1() keeps rejecting the path to the exit, as it supposedly returns to the original source region.
  • Pathfinding bug: after exiting from scene 5200 to 5100 and save the Seeker from the pit, there is an animation where Quinn and the Seeker exit the caves. However, Quinn incorrectly falls inside the trap while walking out, thus the animation where the flesheaters capture him is shown and the game enters an infinite loop of the same scenes shown over and over. This one might be a hardcoded logic bug, as the trap hotspot might have to be disabled for that cutscene

It's still possible to bypass the two aforementioned bugs if the walk regions for these two scenes are forced to be ignored inside PlayerMover::setDest().

Known hardcoded logic bugs:

  • Scene 4045: The hero goes back to scene 4050 after taking the peg. (to be verified: I think he shouldn't)
  • Scene 4000: Before using The Tech when everything else is complete, the hero says something that stays on screen and corrupt everything after
  • Scene 4025: The comet is turn in the wrong sense, screwing the palette animation

Currently Playable until:

  • Scene 5200, second time, after obtaining the stasis box