Last commit missed this

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@115 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
gewlitys
2002-10-14 18:45:15 +00:00
parent 484ba185eb
commit 5f2cc4afc7
+8 -13
View File
@@ -40,8 +40,6 @@ Glitches (don't crash the game, medium priority):
was on.
- savegames created in a game from debug and release compiles are not
interchangable
- discolouring of progress slider in commander discussion after having just
killed the Ilwrath ship (related to colormap problem)
- momentary slowdown of scrolling in hyperspace about once per second
You can see this if you look very closely, or increase the resolution of
the frame counter to 10 times per second and start with -ttl.
@@ -49,17 +47,14 @@ Glitches (don't crash the game, medium priority):
but are hideously scrambled when you're trying to buy them.
- Shipyard is using the PC background but the 3DO layout.
- Shipyard's PC background is not animating.
- When selling biological data to the Melnorme, the palette for your SIS
display is scrambled (related to colormap problem)
- QuasiSpace coloration is off - the shinies and your ship are red instead
of blackish (related to colormap problem)
- Colormaps aka. palette support doesn't work like it should, because some
important data was lost when 3do .ani were converted to .pcx
- Only solution is to parse 3do ani files again, add the missing byte
which indicates what colormap entry each image should use
- At the same time, we should prolly remove hotspot etc. information from
pcx files and instead add them to new text-based ani files where colormap
entry will also be stored
- Palette is probably corrupted on some things
- Because not all 3DO colormap entries map correctly to png files
(those images originate from pc version? or converted badly? etc)
- Most can be fixed by changing colormap_index to -1 from
*.ani, *.sml, *.med, *.big files where corrupted image is listed, so
it only uses png file's palette and not 3DO one (prevents palette
effects from working, though)
- See doc/devel/aniformat
- When landing to planet surface, crossfaded image is wrong compared to
landing position (and so 'flashes' when crossfade ends)
- Flashing rects aren't perhaps always exactly the size of actual 3do version,