The game is now paused while the interface menu, the save dialog and the
restore dialog is shown. The interface menu always pauses the game when
shown, regardless of the pause option. Hotkeys for saving, loading and
pausing the game are disabled while these dialogs are open.
This allows sending the event to the specific video, not to all the
currently playing videos. Also, this allows to distinguish video from
audio loops and only process video skipping events when playing videos
Video skipping is done with the escape key and is enabled by default,
but can be disabled with the new "skip support" game option to keep
the original game behavior where video skipping isn't possible
The autosave refactoring that was done in
7adad5aaf5 used g_engine for identifying the
autosave slot. This worked for in-game save/load, but doesn't fit when
called from the launcher.
Fix by passing MetaEngine to SaveStateDescriptor ctor and using it for this
query.
Amends 7adad5aaf5.
I'm half-jokingly calling it Canadian because Sanctuary Woods was
located there, but it is clearly North American based on the telephone
number.
The demo before this was published by US Gold, a British publisher,
and based on the Manchester phone number, this one is intended for the
UK.
I don't have a copy of the third demo.
Integrated upstreams code for playing the correct animation when opening
the door to Da Vinci's study. I take no credit for this, since the
complete solution was just handed to me and I could never have figured
it out on my own.
The comment says it will clear the live text window, but instead
disabled the navigation arrows (I think), which it then does again right
aftewards. A cut and paste error, perhaps?
The Agent 3 information and profile research points were awarded when
pressing the "next" button, so they were never awarded. Award them when
hitting a hotspot instead.
The positions of the previous and next button had been mixed up. The
previous button is left of the next button, not the other way around.
This meant you could only be awarded points when pressing the previous
button, and since you would then step away from the page that awards
point that did not work.
Since the buttons worked in other respects, the id for the previous and
next pages must also have been similarly mixed up. This too should be
fixed now.
This adds volume control to the game by setting the mixer sound type on the
various audio streams to values other than the default "plain".
This uses the following sound types:
Ambient (music, environment sounds): music
AI voice: speech
Effects, interface, footsteps, movie audio: SFX
This could be further improved by specifying sound types for individual sounds,
f.e. SFX for environment sounds, or music for the "effects" in the appartment
which are short musical cues. The movie audio is of course pre-mixed music,
speech and SFX.
This employs a "lazy" approach: the "format" for the credits stays
exactly as it was, i.e., perl code. Of course one may want to change
this to another format (e.g. YAML, JSON, XML; or also shell script or
AWK, like `configure.engine` uses). But I deliberately kept it simple,
to get a minimal change that is easy to verify. Any further changes to
e.g. the format can be layered atop this.