Last commit missed this
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@115 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -40,8 +40,6 @@ Glitches (don't crash the game, medium priority):
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was on.
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was on.
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- savegames created in a game from debug and release compiles are not
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- savegames created in a game from debug and release compiles are not
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interchangable
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interchangable
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- discolouring of progress slider in commander discussion after having just
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killed the Ilwrath ship (related to colormap problem)
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- momentary slowdown of scrolling in hyperspace about once per second
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- momentary slowdown of scrolling in hyperspace about once per second
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You can see this if you look very closely, or increase the resolution of
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You can see this if you look very closely, or increase the resolution of
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the frame counter to 10 times per second and start with -ttl.
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the frame counter to 10 times per second and start with -ttl.
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@@ -49,17 +47,14 @@ Glitches (don't crash the game, medium priority):
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but are hideously scrambled when you're trying to buy them.
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but are hideously scrambled when you're trying to buy them.
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- Shipyard is using the PC background but the 3DO layout.
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- Shipyard is using the PC background but the 3DO layout.
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- Shipyard's PC background is not animating.
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- Shipyard's PC background is not animating.
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- When selling biological data to the Melnorme, the palette for your SIS
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- Palette is probably corrupted on some things
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display is scrambled (related to colormap problem)
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- Because not all 3DO colormap entries map correctly to png files
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- QuasiSpace coloration is off - the shinies and your ship are red instead
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(those images originate from pc version? or converted badly? etc)
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of blackish (related to colormap problem)
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- Most can be fixed by changing colormap_index to -1 from
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- Colormaps aka. palette support doesn't work like it should, because some
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*.ani, *.sml, *.med, *.big files where corrupted image is listed, so
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important data was lost when 3do .ani were converted to .pcx
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it only uses png file's palette and not 3DO one (prevents palette
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- Only solution is to parse 3do ani files again, add the missing byte
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effects from working, though)
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which indicates what colormap entry each image should use
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- See doc/devel/aniformat
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- At the same time, we should prolly remove hotspot etc. information from
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pcx files and instead add them to new text-based ani files where colormap
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entry will also be stored
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- When landing to planet surface, crossfaded image is wrong compared to
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- When landing to planet surface, crossfaded image is wrong compared to
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landing position (and so 'flashes' when crossfade ends)
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landing position (and so 'flashes' when crossfade ends)
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- Flashing rects aren't perhaps always exactly the size of actual 3do version,
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- Flashing rects aren't perhaps always exactly the size of actual 3do version,
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