111744 Commits

Author SHA1 Message Date
Thierry Crozat
ba0b5707a4 I18N: Update translations templates 2020-12-12 05:58:26 +00:00
VAN-Gluon
adf5e189c7 I18N: Update translation (Japanese)
Currently translated at 47.4% (761 of 1603 strings)
2020-12-12 05:58:20 +00:00
Matthew Jimenez
b29677cb06 ULTIMA8: Enable keyinding in menu for bindings that change state on release.
The movement keybindings can get stuck if the menu is opened while the key is depressed and released before the menu closes.
2020-12-11 23:57:48 -06:00
antoniou79
f0b637ff6d BLADERUNNER: More animation descriptions and notes
Zuben, (Removed) dancer (taffy patron 3), Walkers, Mutants, Bear Doll, General Doll
2020-12-11 23:02:58 +02:00
antoniou79
c0379f45df BLADERUNNER: Cleanup switch statements for AI scripts 2020-12-11 23:02:58 +02:00
SupSuper
5e6fe0cdaf CI: Fix obsolete env commands 2020-12-11 20:13:24 +00:00
SupSuper
51068ae6a0 CI: Update obsolete libs url 2020-12-11 20:13:23 +00:00
SupSuper
35a2819423 CI: Update vcpkg 2020-12-11 20:13:23 +00:00
Martin Gerhardy
688730bf13 TWINE: moved members to better place 2020-12-11 17:13:37 +01:00
Martin Gerhardy
c5a7f0e663 TWINE: replaced magic numbers 2020-12-11 17:13:37 +01:00
Martin Gerhardy
dda215f5e6 TWINE: made prepareIsoModel static 2020-12-11 17:10:24 +01:00
Martin Gerhardy
ab8aab37c0 TWINE: only load the entity data once 2020-12-11 17:10:24 +01:00
Martin Gerhardy
ff30023e43 TWINE: cleanup bone index setup 2020-12-11 17:10:24 +01:00
antoniou79
0dedb1a34f BLADERUNNER: Animation descriptions for Grigorian and transient
Also usage checks and comments for potential bugs. And a small bugfix for Grigorian's cross arms animation
2020-12-11 17:35:18 +02:00
Paul Gilbert
d123cb9cb1 GLK: COMPREHEND: Added Talisman copyright message 2020-12-10 22:28:59 -08:00
Paul Gilbert
6d3ea68840 GLK: COMPREHEND: Implement Talisman strings loading 2020-12-10 22:28:59 -08:00
Paul Gilbert
84cce138f6 GLK: COMPREHEND: Talisman specific font class 2020-12-10 22:28:59 -08:00
Lothar Serra Mari
b85b10d435 I18N: Update translations datafile 2020-12-10 23:18:36 +01:00
antoniou79
e5c9d10b13 BLADERUNNER: Describe Crazylegs animations
Also check usage and note some possible bugs for Crazylegs animation states
2020-12-10 17:41:10 +02:00
antoniou79
cc5b61f610 BLADERUNNER: Lucy animation descriptions
Also replaced most instances of _flag to _resumeIdleAfterFramesetCompletesFlag where appropriate
2020-12-10 15:33:20 +02:00
Thierry Crozat
62581d91cd I18N: Update translation files
Updated by "Update PO files to match POT (msgmerge)" hook in Weblate.

Translation: ScummVM/scummvm
Translate-URL: https://translations.scummvm.org/projects/scummvm/scummvm/
2020-12-10 01:53:14 +00:00
Matan Bareket
f3a29f8514
JANITORIAL: Update github PR comment 2020-12-09 20:53:02 -05:00
Thierry Crozat
0ed0d91763 I18N: Update translations templates 2020-12-09 22:25:05 +00:00
Thierry Crozat
4518f73f92 BASE: Remove FORCE_RETURN_TO_LAUNCHER define
This was only used by the ps2 backend, and that backend no longer
exists. Also now backends that want to force RTL should use the
kFeatureNoQuit OSystem feature instead.
2020-12-09 22:13:22 +00:00
Thierry Crozat
9e5540f838 BASE: Handle RTL at exit config in scummvm_main
This config was handled in the DefaultEventManager, but this did not
work for engines that quit the game without using a QUIT_EVENT (such
as SCI). So now it is handled one level up directly in scummvm_main.

Note: It is still also handled in the DefaultEventManager so that we
get the correct confirmation dialog there when "confirm_exit" is true.
2020-12-09 22:13:22 +00:00
VAN-Gluon
20595e868a I18N: Update translation (Japanese)
Currently translated at 46.3% (743 of 1603 strings)
2020-12-09 19:35:21 +00:00
Lothar Serra Mari
e6a17262c0 NEWS: Update German NEWS file 2020-12-09 20:34:59 +01:00
VAN-Gluon
922efff294 I18N: Update translation (Japanese)
Currently translated at 45.7% (734 of 1603 strings)
2020-12-09 16:56:46 +00:00
antoniou79
5e467e1bbc GRAPHICS: FONT: Clarification for combo of wrapping flags
for the wordWrapTextImpl and the kWordWrapEvenWidthLines, kWordWrapOnExplicitNewLines bit flags
2020-12-09 18:53:42 +02:00
antoniou79
8bebd58730 BLADERUNNER: Describe and check Guzza animations
Also fix typo in Clovis' animation naming
2020-12-09 16:06:47 +02:00
antoniou79
350bf23a47 BLADERUNNER: Describe and check Clovis animations 2020-12-09 16:06:47 +02:00
Torbjörn Andersson
f1abf7d007 MOHAWK: Remove unnecessary string trimming
Since terminators are no longer added, there should be no need to
trim them afterwards.
2020-12-09 11:59:19 +02:00
Torbjörn Andersson
168731e788 MOHAWK: Fix Myst regression (bug #11954)
Apparently, when reading a movie file name the engine needs to read
an even number of bytes, so if the length of the file name is even
(not counting the terminating 0) it has to read an extra byte. This
was already done, but apparently the String class used to allow you
to add terminators to a string, and these were then counted into
the length of it. Not adding the terminator avoids this disambiguity.
2020-12-09 11:59:19 +02:00
Paul Gilbert
2dee4e38f9 GLK: COMPREHEND: Fix incorrect image renderer opcode 2020-12-08 20:14:48 -08:00
Paul Gilbert
347de79bb2 GLK: COMPREHEND: Partial support for Transylvania v2 2020-12-08 19:49:59 -08:00
Paul Gilbert
fc1f3e052b GLK: COMPREHEND: Added Transylvania copyright message 2020-12-08 19:25:31 -08:00
Paul Gilbert
0b1d02c5bb GLK: COMPREHEND: Fix OO-Topos version from graphicsmagician.com 2020-12-08 19:14:36 -08:00
Paul Gilbert
cdc4716535 GLK: COMPREHEND: Simplify detection of single image title files 2020-12-08 19:14:36 -08:00
Paul Gilbert
5ac16b804e GLK: COMPREHEND: Talisman data loading workarounds 2020-12-08 19:14:36 -08:00
Paul Gilbert
1f4fe8d3ec GLK: COMPREHEND: Specify Talisman title screen file 2020-12-08 19:14:36 -08:00
Eugene Sandulenko
bc709c89d4 NEWS: Mention improved Russian dreamweb 2020-12-09 01:15:59 +01:00
Eugene Sandulenko
a77c78c552 DREAMWEB: Final fixes for Russian version 2020-12-09 01:13:23 +01:00
Filippos Karapetis
f654d9ea4a STARTREK: More bridge related functionality 2020-12-09 00:13:23 +02:00
NMIError
8882ad0040 GROOVIE: Fix virtual function hiding warnings 2020-12-08 22:49:40 +01:00
NMIError
aef0ccab4d LURE: Fix castle cellar wine cask sound
In the castle cellar, when you pull the bung out of the wine cask, a sound is
played for the running wine. However, when the cask runs empty, the sound is
not stopped. Also, when the Skorl starts drinking the wine, the sound is not
restarted when you enter the room, and it is also not stopped when the wine
runs out. These issues exist with the original interpreter as well.

I fixed this by adding the running wine sound when the hotspot script for the
drinking Skorl is in the loop where the Skorl is drinking, and removing the
sound when the hotspot script for the running wine is unloaded and when the
running wine stops in the animation for the drinking Skorl.
2020-12-08 22:10:44 +01:00
NMIError
95dd627c9d LURE: Play town ambient sound when first entering
When outside in the town, the game plays an ambient sound of twittering birds.
When first entering town after falling through the chute, this sound does not
play; it first starts after you enter and exit a building. This issue is
present with the original interpreter as well.

This change fixes this by calling removeSounds after playing the chute
animation. This function calls the bellsBodge function, which manages the
ambient sounds in town. Because there are no other sounds playing when first
entering town, this has no unwanted side effects.
2020-12-08 21:27:58 +01:00
NMIError
5dfd6d0665 LURE: Fix bells sounding in town
When entering town after escaping from prison, after a little while bells start
chiming constantly. This does not happen in the original interpreter.

This is caused by a script that generates the ambient thunder sounds in the
prison. After the prison escape the clearSequenceDelayList function is called,
but this did not remove the script because it is not marked as "can be cleared".
Because this script is not running in town in the original interpreter, I think
the clearSequenceDelayList function is supposed to clear all scripts, even the
ones not marked as "can be cleared". The only other scripts that this affects
are two more ambient sound scripts that are now removed after entering the
castle towards the end of the game (the only other place where
clearSequenceDelayList is called). These scripts only play sounds while in town,
so removing them has no effect (but does remove some unnecessary processing).
2020-12-08 21:27:58 +01:00
NMIError
3b41b6a16b LURE: Fix water sound when opening or closing door
Some room exit data have the door opening or door closing sound defined as 0
(f.e. the cave doors). This means no sound should be played. ScummVM would play
sound 0 instead, which is the running water sound. This change fixes this by
checking for value 0 and not playing a sound in that case.
2020-12-08 21:27:57 +01:00
NMIError
f3848ea5be LURE: Fix town shop clock
The sound of the clock in the town shop was played much too frequently. Fixed
this to match the one tick per second of the original interpreter.
2020-12-08 21:27:57 +01:00
NMIError
7642698fd7 LURE: Fix door sounds
ScummVM did not seem to trigger door opening and closing sounds, f.e. the cell
door at the start of the game. The checks in the roomExitAnimHandler compared
hotspot IDs to room numbers, which are different sets of IDs AFAICT. Also, the
door opening part would decrease the frame counter first, then compare to the
set destination frame. The opening sound should often be triggered at the start
of the animation, but because the frame counter is decreased first, it does not
trigger at the first frame. I moved the frame counter decrease after the check
to fix this.
2020-12-08 21:27:56 +01:00