On Wed, 14 Nov 2007 13:59:26 -0800
"G33K" <[EMAIL PROTECTED]> wrote:

> Not resolved:
> 
> * The looping / not-looping works, and it's important to have. It
> doesn't resolve the talkStop issue completely, however. If you talk,
> and then start walking, the walk anim is applied while the speech text
> continues. The problem is, when the text ends, the talkStop anim is
> applied and overrides the walk anim while the guy is still on the
> move, so he slides across the ground.

Again you need to go the other way around ;) You must prevent the actor
from walking if an animation is still playing. I suppose just adding a
waitForAnimation() before the walkActorTo() should do the trick.
 
> * Actor colors. Did you get my zip, Alban? Here's another funny one:
> color #255 was always black, no matter how it was set in the room
> palette. The color was supposed to be the white in the little guys'
> eyes, but they were all black. I switched the colors, but that's just
> a workaround.

I will look at that, the LEC interpreter render it correctly so it's a
bug in scummvm. 

> * Turning the actors. This one's still from the road adventure. If you
> call setActorDirection, they turn North, no matter what direction I
> pass them. (common.scc, line 99, commented out)

It's just that this function expect degree (0-360) instead of the
usual directions. The doc need some addition.

> In trying to clean up the code, I've stripped all the special scripts
> from the rooms. I'd also like to refactor the "common" object and
> script definitions, spreading them out to several abstract rooms, in
> lack of other namespaces. I've started with the inventory items, the
> verb and dialog scripts, as those were easiest to pull out of
> commons.scc. I'm not a C programmer though, so if I'm using the wrong
> approach here, please correct me.

Using rooms as namespace is fine, just remeber that a game is limited
to 126 rooms :/ Anyway it's a very good idea, it will make it easier
to reuse the code for other games.

        Albeu


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