Torbjörn Andersson
ba37c52047
JANITORIAL: Remove some unnecessary semicolons
2020-11-17 07:22:49 +01:00
Peter Kohaut
a7399c5111
BLADERUNNER: Use best pixel format on every platform
...
Updated all drawing routines to be pixel format agnostic.
Might decrease performance.
2019-08-31 23:09:19 +02:00
Peter Kohaut
577a84a24c
BLADERUNNER: Explicit message about missing game files
2019-07-04 00:09:47 +02:00
Thanasis Antoniou
a81e3add2f
BLADERUNNER: JANITORIAL: Code formatting fixes
2019-06-28 15:30:44 +03:00
Thanasis Antoniou
e6c61ff67b
BLADERUNNER: Fix crash in restored mode with CDFRAMESx.DAT
2019-06-20 10:12:16 +03:00
Peter Kohaut
036f2221f8
BLADERUNNER: Fixed typo in pixelFormat name
2019-04-17 23:09:01 +02:00
Peter Kohaut
e86ee33999
BLADERUNNER: Abstraction from 555 pixel format
...
Removing hardcoded 555 pixel format to support Android
2019-04-17 22:51:18 +02:00
Thanasis Antoniou
14b03594c9
BLADERUNNER: Rephrasing of if clause sequence in getFramePtr()
2019-03-22 01:29:44 +02:00
Thanasis Antoniou
0d10297969
BLADERUNNER: Handle gracefully missing HDFRAMES or required CDFRAMESx file
2019-03-21 12:12:34 +02:00
Peter Kohaut
cea00af673
BLADERUNNER: Fixed CDFRAMES.DAT switching
2019-03-17 22:01:16 +01:00
Thanasis Antoniou
ddffce1dc5
BLADERUNNER: Prevent assert fault when loading actor with bad frame value
...
Commented out assert fault in SliceAnimations::getFramePtr and sanitized the frame value instead
Some actors (currently happened only with hawkers_barkeep) can have invalid frame value set when loading a save file which would cause and assert fault in the getFramePtr() assert check. This seems to be a combination of factors responsible: 1) The updateAnimation (called for an actor before drawing him into the world) has a switch clause based on animationState (not animationId) and 2) the ai_script vars for an actor are not re-initialized upon a LOAD (eg for hawkers_barkeep the _var2 value is problematic in this context because a non-zero value won't allow for sanitization of the existing / loaded frame value)
2019-03-05 11:26:20 +02:00
Peter Kohaut
6854ea3ddd
BLADERUNNER: Improved time management
...
This should fix thi issue with freezing actors after loading save game,
but works on new saves only. Game was not paused before saving
and wrong timer value got saved.
2019-02-11 22:48:55 +01:00
Peter Kohaut
a0e9b09cd9
BLADERUNNER: Removed unnecessary debugging code
2019-02-08 21:00:52 +01:00
Eugene Sandulenko
6a0f56f40c
BLADERUNNER: Remove leftover debug output
2018-04-01 22:30:44 +02:00
Eugene Sandulenko
506ed95cdc
BLADERUNNER: Fix chapter switching with CDFRAMES.DAT
2018-04-01 14:41:23 +02:00
Eugene Sandulenko
b277e795aa
BLADERUNNER: Support for CDFRAMES.DAT
...
Rename CDFRAMES.DAT into CDFRAMES1.DAT, CDFRAMES2.DAT etc
2018-04-01 14:17:48 +02:00
Peter Kohaut
1e5f9d3078
BLADERUNNER: Added basic KIA interface
...
Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files
2018-01-28 10:57:16 +01:00
Peter Kohaut
f1cb735ee0
BLADERUNNER: added rendering support for lighting and effects, but its not working correctly yet
2016-09-29 22:33:41 +02:00
Peter Kohaut
ae03eda3d1
BLADERUNNER: add more logic to actor::tick, added support for looking up scene objects
2016-09-29 22:33:41 +02:00
Peter Kohaut
bf44e97d79
BLADERUNNER: added all scene scripts, esper script, kia script, vk script, completed init script. Added decoding of lights from VQA. Moved view from scene.
2016-09-29 22:33:41 +02:00
Peter Kohaut
b67bca20b5
BLADERUNNER: Pull in changes from madmoose
2016-09-29 22:33:40 +02:00
Peter Kohaut
de7f961f48
BLADERUNNER: added implementation of more script methods added combat structure (maybe it combat mode??)
2016-09-29 22:33:40 +02:00
Peter Kohaut
479d2f5b62
BLADERUNNER: still adding structures... and implementing some of script methods...
2016-09-29 22:33:40 +02:00
Thomas Fach-Pedersen
c8f5ded6d9
BLADERUNNER: SliceAnimation: Avoid using potentially uninitialized variable in destructor
2016-09-29 22:33:37 +02:00
Thomas Fach-Pedersen
4b181e4bed
BLADERUNNER: First pass at slice animation renderer
...
Z-buffers are not being read from the VQA background yet, so z-buffer
handling is faked for now.
2016-09-29 22:33:37 +02:00