Opened 18 years ago
Closed 17 years ago
#2979 closed defect (fixed)
FW: Masking problems
Reported by: | eriktorbjorn | Owned by: | cyxx |
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Priority: | low | Component: | Engine: Cine |
Version: | Keywords: | ||
Cc: | Game: | Future Wars |
Description
Latest ScummVM SVN snapshot English floppy version of the game
One frequent problem in Future Wars is that the main character is visible through objects (walls, trees, etc.)
I've attached a savegame in the village fairly early in the game. Walk to the upper left side, and the character is visible through the castle wall. Continue to the next room there, and the character is visible through a tree trunk.
Another case where you often see it (though I don't have any good savegame at the moment) is where the character walks behind something to change clothes.
I have not verified the behaviour of the original, but I can't imagine they would leave something like that in the finished game.
Ticket imported from: #1624797. Ticket imported from: bugs/2979.
Attachments (1)
Change History (10)
by , 18 years ago
comment:1 by , 18 years ago
Owner: | set to |
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comment:2 by , 18 years ago
Priority: | normal → low |
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comment:4 by , 18 years ago
It could be related to the #if 0:ed code in drawSprite(). From what I understand, the game scripts set up a list of "overlays" of various types and priorities. Some of the types are drawn, some are used for mouse hotspots, I think, and type 5 might be for masking.
comment:6 by , 17 years ago
At least the two specific issues I mentioned seem to be fixed now. Cyx, could you be a bit more specific about what the remaining glitches are?
comment:8 by , 17 years ago
Owner: | changed from | to
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Resolution: | → fixed |
Status: | new → closed |
comment:9 by , 17 years ago
I'm closing it, then. If there are further bugs, someone will hopefully file another bug report.
Savegame in village