Alban, On 25 Jan 2008, at 20:21, Alban Bedel wrote: > > It look good in general, although the patch is a bit large for an easy > review. In such case it is much better to do a patch for each point in > the list. That make reading the patch a lot simpler as one doesn't > have > to first find out what each hunk is about. While on the subject of > patch, it is also good practice to avoid large reidentation in > functional patch. Again it make understanding the patch and finding > eventual mistake a lot easier. The reindentation can then be done in > another patch (with only the reindentation).
Understood. I shall strive to think more of these issues in the future when sending patches. > BTW this "string slot" mechanism imply that you can't have 2 actors > talking at the same time. Interesting, though then again i can't quite remember any instance where i saw 2 actors talking at the same time in any of the LEC games. >> - The stopTalking opcode wasn't implemented. Eeek! > > There is perhaps another way to get the same result. Now i was thinking this... perhaps i will have to check out the DOTT scripts again. >> - Characters didn't always face each other when talking > > Strange, it will probably need some deeper investigation. Thinking more, didn't we have this problem a few months ago? >> - Actor names weren't displayed on mouseover > > That probably mean that referencing names in strings only work for > objects. That could be worked around by using the actor's object > name instead. It could be worse it to look at how actors name are > implemented in DOTT, but that's probably not easy. Again would probably have to check out all of the DOTT scripts again. :( > I also started adding the sound effect in the outro. imho we should > definitly add all the sound effects, it's not much work and give a > really nice touch. However I can't run the original game, so it would > be nice if someone could post a list of where each sound effect is > used. I will see if i can record a session for reference. > The only missing thing would then be the music. In the original > OpenQuest data it's in ogg/vorbis so that's not really usable > with v6. However I know a few ppl doing electronic music, so I might > find one up to the challenge of writing some gound sounding general > midi > tracks :) Dunno, maybe you could play the music as a really long sound effect? Or maybe not. :) > I also have a small idea, I'd like to know what you think about it. > Currently there is no way to "win" the game, unless one take control > of > the commander. So I would suggest adding more flexibility in the end > if > the player control the commander when he shoot the cup down. For > example: Having not played the original game, i'm not too sure. It's a bit inconsistent don't you think? ...though then again it might be a little fun twist. :) Regards, James S Urquhart _______________________________________________ ScummC-general mailing list [email protected] https://mail.gna.org/listinfo/scummc-general
