The thread locale concerns display options (e.g. date formatting) not
the display language. There are typically, but not necessarily the same,
as Windows allows them to be configured separately.
This can occur when a save game from the past is loaded and the
audio system was paused prior to loading the save game. This was
fixed eventually in SSCI somewhere around GK2, since it pauses
all audio before restoring a game and then resumes it after the
save game is loaded (after all of the audio channels have been
added from the save game). Since this would seem to be a problem
for earlier games as well, this change is applied universally
instead of being conditionally applied only to the games with
interpreters containing this change.
This patch contains some additional sanity checks that emit
warnings if individual channels end up being started from the
future. There was never such checking in SSCI, and it does not
seem likely to ever happen, but it is unclear right now if this is
an actual problem or not.
Adding a hook into kPlayDuck to skip the intro video feels kind of
crappy, but it seemed simpler, consistent with the other hooks for
launch loading, and therefore preferable versus hot-patching the
script or messing with PC in the VM or something.
The game was originally titled "Phantasmagoria: A Puzzle of Flesh",
but the publisher now seem to be titling it "Phantasmagoria 2: A
Puzzle of Flesh". It was never referred to using roman numerals in
any release as far as I can find (the French "Fatal Obsessions"
release was just "Phantasmagoria: Obsessions Fatales").
Rename the surfaces to more meaningful names and move ownership out
of the VQA classes. This means that the VQA classes no longer
create their own internal surfaces but instead draw on externally
provided surfaces.
Fix the "MI2: Two soundtracks playing at once" bug from the bug tracker.
It's triggered when the player enters the kiosk for the second time and
leaves before tune 113 is started.
Fix the "MI2: Two soundtracks playing at once" bug from the forum. It's
triggered when the player is moving faster then the scripts expect causing
the "stop tune 117" command be executed before the start of the tune.
Effectily creating a hanging tune 107.
This patch kills the tune when this sitation is detected.
This was a suggestion by dafioram; holding down Shift allows you
to skip scene transitions and edit the fragments of room glyphs.
Now with this remapping, you can alternatively just use right clicks.