Alban,

> I have done some work on OpenQuest this week, and it's now nearly
> completed. In short I have (beside a few reorganistion of the code):
>
> * Applied James' patches (polish + LEC interpreter fixes)
> * Fixed the subtitle position in the intro
> * Fixed the dialog order (exit is always last now)
> * Fixed carol's name (Should be indigenous lifeform until we ask her)
> * Fixed the object actor (like the cup) beeing handled like persons
> * Improved the room boxes, added zplanes, etc
> * Made the actor walk in/out of the rooms instead of just appearing
> * Changed the transitions effects to avoid the glitch in the intro
> * Made zif roam around instead of just standing there
> * Added the original verb UI
> * Added most (all?) the text from the original
> * Added all the missing objects
> * Adeed the sound effects

Great changes. I think the implementation of the original UI has  
really added a whole new dimension of polish onto OpenQuest. Nice  
work! :)

My only crits would be:

- You've cut the inventory display to 4 items but many places in the  
code (e.g. the header files and verb show)  assume all 8 can used.
- The action verbs are specified in 3 verb statements. The only reason  
why i worry about this is the saveVerbs code assumes that the verbs  
are numbered sequentially, i.e. Give < Move. Will the compiler ensure  
that this will be the case?
- I noticed that there were a few grammatical errors here and there,  
e.g. "i see what I can do" when talking to the commander in the secret  
room.
- A long rectangular grey block appears on the title screen when  
running under the DOTT interpreter.

Apart from that, it's looking good!

> So now it's looking quiet good and there is really not much left.
> My current TODO have the following left:
>
> * Add the triangle puzzle
> * Fix the bug were the walk anim doesn't start sometimes
> * Fix the actor layering (carol vs. zif)
> * Add the end message
> * Fix Carol's dialog to match the original
> * Improve the sound sync
> * Use more defines instead of constants.
> * Get some music

Sounds like you've got everything covered. The only thing i would  
suggest is that perhaps we can make use of the CD track playback in  
the engine to play the mp3's of the original game? Might be easier  
than conjuring up a MIDI...

Quickly looking at the ScummVM code, it looks like one has to have a  
sound resource which indicates:
        - The track to play
        - Whether or not to loop
        - Start position
        - End position

Then you play it with the startSound or soundKludge opcodes.

> There is probably a few more minor thing, but I'd like to know what  
> you
> think about adding credits at the end. It shouldn't be too hard and
> would be perfect to:

Personally i think a single screen with the relevant information  
displayed should suffice. We don't need fancy scrolling text since the  
team is pretty small.

In any case, keep up the good work Alban! :)

Regards,

~ JamesU


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