#8075 closed patch (fixed)
FT: dialogue fix
Reported by: | eriktorbjorn | Owned by: | SF/ender |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Full Throttle |
Description
Full Throttle apparently implements dialogue by setting up new verbs, but never tells ScummVM that the verbs need to be redrawn. So the game waits for user input, but doesn't give you any way of providing it. It used to be that you could "jump-start" the dialogue by bringing up and dismissing the GUI, since that would trigger a full redraw, but that trick doesn't work with the NewGUI.
This patch adds a _verbRedraw flag which is set by o6_verbOps(), if the game is Full Throttle, and cleared by redrawVerbs().
Ticket imported from: #616902. Ticket imported from: patches/180.
Attachments (2)
Change History (6)
by , 22 years ago
Attachment: | ft-dialogue.diff added |
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comment:1 by , 22 years ago
Applied :)
Great, only dialog bug I can see left is that actors still overdraw the dialog (try talking to the bartender)
comment:2 by , 22 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
comment:3 by , 22 years ago
This patch seems to mostly fix the dialogue masking problems, but I'm not sure I can really manipulate gdi._mask_* like this so I'm not submitting it as a proper patch just yet.
I also noticed that the verb text "times out" and disappears after a while. Not good.
I figured maybe this would give you enough ideas to make a proper fix yourself. ;-)
comment:4 by , 6 years ago
Component: | → Engine: SCUMM |
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Game: | → Full Throttle |
Patch against a September 30 CVS snapshot