G33K schrieb:
* If you switch the light off, go to the secret room and go back
  again the color palette does not get darkened, even though the
  internal state of the switch is set to off.

You can check with getObjectState in the OfficeRoom entry script, and
call setRoomRGBIntensity accordingly.

I tried that, but the entry script of the OfficeRoom doesn't seem to get called when coming back from the secret room. It is possibly not that trivial.

* It is possible to walk in the box area of the door while it is
  still closed by clicking behind it

If the boxedit tool compiles on your machine, you can lift the door box
to a separate level, and declare it off limits as long as the door is
closed. I'm not quite sure how exactly it works, but if you check out
the Road example game, the little door there has such a context
sensitive box.

I have not fully understood the box editor yet. Maybe I'll try it again.

I would like to see the talk text to be centered as in the original SCUMM
games. I tried to put printCenter() before printOverhead() in common.scc
which did the centering - but the text appears too far left of the
talking actor. Don't know how to do it right.

Not sure about this one. Some research on the ScummVM site might help,
otherwise you're free to experiment and share your findings. :)

I have overlooked the setActorTalkPos() calls in actors.scc. If they get removed it works perfectly, since with centered text there is no need for them. I have attached a small patch, it also fixes some grammar and interpunctuation.


bye,

Frederik
Index: examples/openquest/secretroom.scc
===================================================================
--- examples/openquest/secretroom.scc	(Revision 381)
+++ examples/openquest/secretroom.scc	(working copy)
@@ -276,7 +276,7 @@
         verb(int vrb, int objA, int objB) {
         case LookAt:
             if(terminalActivated)
-                egoSay("There is a keycard in this slot");
+                egoSay("There is a keycard in this slot.");
             else
                 egoSay("This looks like the recepticle for some kind of electronic key.");
             return;
Index: examples/openquest/common.scc
===================================================================
--- examples/openquest/common.scc	(Revision 381)
+++ examples/openquest/common.scc	(working copy)
@@ -672,6 +672,7 @@
 
         // init the print slot for actor talking
         printBegin();
+        printCenter();
         printOverhead();
         printEnd();
 
Index: examples/openquest/officeroom.scc
===================================================================
--- examples/openquest/officeroom.scc	(Revision 381)
+++ examples/openquest/officeroom.scc	(working copy)
@@ -90,7 +90,7 @@
                 delay(150);
                 setCurrentActor(ensignZob);
                 setActorStanding();
-                actorSay(commanderZif, "Hmmm");
+                actorSay(commanderZif, "Hmmm...");
                 waitForMessage();
                 Actors::setZifOnThePhone();
                 dbgPrint("%V{phoneSnd}");
@@ -206,7 +206,7 @@
                     sentence[0] = "May I move this plant?";
                 Dialog::dialogAdd(sentence);
                 sentence = 0;
-                sentence[0] = "As you were";
+                sentence[0] = "As you were.";
                 Dialog::dialogAdd(sentence);
                 sentence = 0;
 
@@ -223,7 +223,7 @@
                         waitForMessage();
                         egoSay("How are you addressed by a superior officer?");
                         waitForMessage();
-                        actorSay(carol,"Carol");
+                        actorSay(carol,"Carol.");
                         waitForMessage();
                         egoSay("Greetings, Carol.");
                         waitForMessage();
Index: examples/openquest/actors.scc
===================================================================
--- examples/openquest/actors.scc	(Revision 381)
+++ examples/openquest/actors.scc	(working copy)
@@ -163,7 +163,6 @@
         setCurrentActor(ensignZob);
         initActor();
         setActorCostume(ensignZobCost);
-        setActorTalkPos(-60,-70);
         setActorName("Ensign Zob");
         setActorWalkSpeed(2,1);
         setActorTalkColor(ZOB_COLOR);
@@ -180,7 +179,6 @@
         setCurrentActor(commanderZif);
         initActor();
         setActorCostume(commanderZifCost);
-        setActorTalkPos(-60,-80);
         setActorName("Commander Zif");
         setActorWalkSpeed(2,1);
         setActorTalkColor(ZIF_COLOR);
@@ -342,7 +340,7 @@
                         waitForMessage();
                         actorSay(commanderZif,"We need to leave orbit quickly.");
                         waitForMessage();
-                        egoSay("i see what I can do.");
+                        egoSay("I'll see what I can do.");
                         waitForMessage();
                         }
                         override {
@@ -385,11 +383,11 @@
             return;
         case Smell:
             pauseRoaming(commanderZif);
-            egoSay("Is that a new cologne Sir?");
+            egoSay("Is that a new cologne, Sir?");
             waitForMessage();
             actorSay(commanderZif,"I thought we got past these... feelings.");
             waitForMessage();
-            egoSay("Sorry Sir.");
+            egoSay("Sorry, Sir.");
             resumeRoaming(commanderZif);
             return;
         }
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