Opened 21 months ago
Last modified 8 months ago
#14341 new feature request
TETRAEDGE: Restore content cut from tetraedge Syberia 1
Reported by: | mduggan | Owned by: | |
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Priority: | normal | Component: | Engine: Tetraedge |
Version: | Keywords: | ||
Cc: | huftis | Game: | Syberia 1 |
Description
In Syberia 1 there are a number of large horizontally-scrolling scenes that were cut from the tetraedge version. However, it seems the data is still there, eg the scenes:
BarRiverSide/24020 ValField/11170 ValStreet/11100
They were probably cut as horizontal-scrolling was not added in Syberia 1 tetraedge, but Syberia 2 supported it so scummvm is able to handle them. We should be able to runtime-patch the exits on the surrounding scenes to add them back in with a bit of work. This would nice to add as a game option.
Change History (3)
comment:1 by , 20 months ago
Cc: | added |
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comment:3 by , 8 months ago
Thanks for noting the problems - I knew about them but hadn't gotten around to documenting.
It's possible to do better - the scene description didn't include the foreground overlay for the lamp post for example (A11100-1-00.png), but the file is there in the game data so it could be injected with not much work.
The entry and exit problems are basically the same, someone would need to sit down and work out the exact coordinates that she should enter and exit, and also patch the walk geometry and stuff to allow pathfinding and triggering on the right points.
Unfortunately, scene 11100 (the street) is the best of the data - scene 11170 has the images but no walk geometry or transforms. I played with it for a while and didn't make much progress (my 3d maths is terrible).
Happy to advise if anyone else wants to pitch in here and improve them.
Since ScummVM already has this option implemented, I'm posting this comment just for the sake of not letting this trifle to be overlooked. It does seem odd that Kate walks in front of the lamppost in the foreground as noted in the developer's video https://www.youtube.com/watch?v=CrCyn4eJEj4
In addition, teleportation also seems strange (to the far left position of the slider if you go/run to the left).