Filippos Karapetis
3536271633
NEVERHOOD: Fix an off-by-one error in Klogg's letters
...
This fixes the buggy Willie letter appearing among the ones from Klogg
(bug #6513 )
2014-02-20 12:28:35 +02:00
Johannes Schickel
6563171e7b
NEVERHOOD: Make GPL headers consisten in themselves.
2014-02-18 02:39:36 +01:00
Strangerke
b808d4818e
NEVERHOOD: Janitorial - Remove trailing spaces
2014-02-16 18:37:48 +01:00
johndoe123
a5b617a0a6
NEVERHOOD: Fix for bug #6481 : 'NEVERHOOD: Wrong walk sound in navigation scene'
2014-01-14 19:55:14 +01:00
johndoe123
be55f3277c
NEVERHOOD: Fix for bug #6493 : "NEVERHOOD: Many sounds playback as loud static (Wii)"
2014-01-14 19:53:33 +01:00
johndoe123
592526dc5d
NEVERHOOD: Fix "Klaymen! Up here!" in module 1100, scene 2
2014-01-12 00:33:42 +01:00
Johannes Schickel
a29160939a
NEVERHOOD: Initialize NeverhoodEngine::_console variable to nullptr.
...
This fixes a nasty crash in case neverhood.dat is not present.
2014-01-11 23:39:32 +01:00
Strangerke
24b1ff15ee
NEVERHOOD: Set engine to 'built by default'
2014-01-11 17:21:59 +01:00
johndoe123
4137128cf6
NEVERHOOD: Fix sprite shadows (e.g. when on top in module 1000, scene 1)
2014-01-09 15:33:47 +01:00
johndoe123
4f6c3efa15
Merge branch 'master' of github.com:scummvm/scummvm
2014-01-06 23:19:32 +01:00
johndoe123
67483e591f
NEVERHOOD: Correct fix for bug #6480
...
The car clipping rectangle wasn't set correctly when the car is on the upper level.
2014-01-06 23:17:35 +01:00
Torbjörn Andersson
9754be2d07
NEVERHOOD: Tiny cleanup
2014-01-06 22:29:32 +01:00
Torbjörn Andersson
475ccb24b2
NEVERHOOD: Minor adjustment to original load/delete dialogs
...
This makes space for one additional savegame slot, giving them the
same number of slots as the original save dialog. I can't compare
to the original, but it arguably looks better this way.
2014-01-06 20:02:20 +01:00
Torbjörn Andersson
cd2e204d99
NEVERHOOD: Fix palette fading
...
The palette didn't fade all the way to white when using the
shrinking machine, which caused visible glitches. I've verified
against a YouTube "Let's Play" that in the original it did fade
all the way. Whether or not it did it in this exact way I do not
know, but... close enough.
2014-01-06 19:34:07 +01:00
johndoe123
62246364c3
NEVERHOOD: Fix bug #6480 "NEVERHOOD: Car glitches"
2014-01-06 16:52:17 +01:00
johndoe123
6cfa27c2d5
NEVERHOOD: Fix bug #6478 "NEVERHOOD: No footstep sounds"
2014-01-06 16:11:56 +01:00
Torbjörn Andersson
bb4a6c2899
NEVERHOOD: Add mousewheel support to original save/load dialogs
2014-01-06 14:47:17 +01:00
Torbjörn Andersson
ab17bfb3d6
NEVERHOOD: Use constants for messages in a couple of places
...
Ideally, we should always use constants of course. But I guess we
don't yet have sensible names for all messages.
2014-01-06 14:37:56 +01:00
Filippos Karapetis
784786a26d
NEVERHOOD: Fix bug #6479 - "NEVERHOOD: Radio shows the wrong picture at first"
2014-01-06 08:17:19 +02:00
Filippos Karapetis
6849120a9e
NEVERHOOD: Simplify and document Module2800::createScene()
2014-01-05 18:01:10 +02:00
Torbjörn Andersson
acf63388ef
NEVERHOOD: Stop the background music when showing disk player
...
This is consistent with all other disk players in the game. Only
this one had it starting the music instead. Probably a typo.
2014-01-05 16:20:01 +01:00
Filippos Karapetis
90e3e812be
NEVERHOOD: Stop background sounds during credits (bug #6475 )
2014-01-02 01:54:36 +02:00
Filippos Karapetis
4dc80ffdfe
NEVERHOOD: Fix the mouse cursor in scene 3, module 3000 (after bridge)
...
Color 255 should be white. Right now, this is a scene-specific
workaround to avoid rechecking all scenes just for a glitch that
happens in a specific scene. Many thanks to eriktorbjorn for figuring
out that this is a palette issue, instead of a resource issue
2014-01-01 20:08:44 +02:00
Torbjörn Andersson
ba3172b55f
NEVERHOOD: Fix crash when playing uncompressed sounds
...
This happened to me when (or shortly afterwards; I'm not quite sure)
lighting the fuse on the TNT dummy.
2013-12-28 14:21:48 +01:00
Filippos Karapetis
185c232b60
NEVERHOOD: Fix quitting via the menu (bug #6474 )
2013-12-28 14:52:37 +02:00
Filippos Karapetis
6ed7f1dd4e
NEVERHOOD: Close the game menu when pressing the Escape key
2013-12-28 14:47:35 +02:00
Filippos Karapetis
4ffbae3815
NEVERHOOD: Fix looping sounds (bug #6473 )
...
Based on salty-horse's patch - thanks!
2013-12-28 13:30:33 +02:00
Filippos Karapetis
9c295171b6
NEVERHOOD: Add an option to scale the making of videos to full screen
2013-12-26 16:58:24 +02:00
Filippos Karapetis
da5cdd1c03
NEVERHOOD: Move car to the correct position when entering a new scene
2013-12-25 19:13:04 +02:00
Filippos Karapetis
43c226436c
NEVERHOOD: Change more message values to enums
2013-12-25 19:12:00 +02:00
Filippos Karapetis
962e2fd550
NEVERHOOD: Change more message values to enums
2013-12-25 17:10:42 +02:00
Filippos Karapetis
8d7b10f7c3
NEVERHOOD: Add names to some message IDs
2013-12-23 21:03:35 +02:00
Filippos Karapetis
1dde17b0ee
NEVERHOOD: Allow skipping of the introductory credits with the space key
2013-12-20 02:10:35 +02:00
Filippos Karapetis
7ea0386307
NEVERHOOD: Disable the fanmade Russian Fargus release for now
...
This version has broken resources that corrupt the heap
(e.g. the menu header).
2013-12-20 02:10:34 +02:00
D G Turner
521b1c729c
NEVERHOOD: Add missing getDebugger() for engine API.
2013-12-07 01:26:42 +00:00
Johannes Schickel
0e017f007a
Merge pull request #375 from digitall/engineAutoPlug
...
RFC: Pluggable Engines #2 (No Python, just evolution of current configure shell and make code)
2013-11-26 02:27:11 -08:00
Strangerke
29659ba948
NEVERHOOD: Fix spacing errors
2013-11-24 18:52:47 +01:00
D G Turner
ef85456859
BUILD: Remove need for engine.mk in each engine directory.
...
Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
2013-11-24 00:48:01 +00:00
D G Turner
1ac01d2333
BUILD: Remove need for engine-plugin.h in engines.
...
This is now generated automatically by the configure script from the
engine directory names.
2013-11-24 00:48:01 +00:00
D G Turner
00c27a28f9
BUILD: Split engines/plugins_table header down to a file per engine.
...
This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
2013-11-24 00:48:01 +00:00
D G Turner
d77cf95a18
BUILD: Split engines.mk down to a single file per engine.
...
This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
2013-11-24 00:48:01 +00:00
D G Turner
aa947c9474
BUILD: Split configure.engines down to a single file per engine.
...
This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
2013-11-24 00:45:38 +00:00
Filippos Karapetis
4b1f426103
NEVERHOOD: Fix Klaymen's idle blinking animation in the teleporter
...
The wrong animation hash was used in stSitIdleTeleporterBlinkSecond()
2013-11-03 04:19:17 +02:00
Filippos Karapetis
bee9e1bfd7
NEVERHOOD: Remove unused method drawShadowSurface()
2013-11-03 04:18:20 +02:00
Filippos Karapetis
5510a285ed
NEVERHOOD: Move some Klaymen animations specific to scene 1002
...
Also, reorganize some of the functions in modules/module1000_sprites.cpp
2013-11-02 16:38:58 +02:00
Filippos Karapetis
1a59030b71
NEVERHOOD: Really stop the radio music during the radio tower cutscene
2013-11-02 16:21:36 +02:00
Filippos Karapetis
20e5bf1017
NEVERHOOD: Fix bug #3615124 - "NEVERHOOD: Music from Credits continues to play"
2013-10-31 08:38:17 +02:00
Filippos Karapetis
1a40387d0d
NEVERHOOD: Add an option to skip the Hall of Records storyboard scenes
...
Quoting from the Neverhood wiki: "The Hall of Records is considered to
be one of the longest and most tedious elements of the Neverhood, and
takes approximately nine to ten minutes to walk through".
This option allows the player to just skip past all of these tedious
storyboard scenes
2013-10-31 08:24:03 +02:00
Eugene Sandulenko
4c3972d68a
NEVERHOOD: Fixes for museum walls in Russian version
2013-10-19 23:48:36 +03:00
Eugene Sandulenko
6b9abcc2ec
NEVERHOOD: Another fix for Russian version
2013-10-17 23:54:50 +03:00