Crusader games in ScummVM?

stauff

New member
Joined
Jun 7, 2020
Messages
16
Finally got around to capturing a video, here it is:

Some obvious bugs in this video:
  • Silencer movement is still yucky
  • Firing is still not hitting the right target always, need to review the code compared to original
  • Health and energy bars still visible during mission intro movie
  • People don't always fall over properly on death
  • Music stops randomly at some point
  • "Atmospheric" sounds overload the mixer - they should be limited to 4 channels based on original code
  • Entering the correct code still doesn't work to open the door
Slow and steady progress..
 

stauff

New member
Joined
Jun 7, 2020
Messages
16
Christmas means lots of free time, so here's what I'm up to:
  • Added Weasel (aka Wezzy)
  • Added movement 'slide' to the left and right like the original - now feels *way* more like the game
  • Added dedicated "atmospheric" channels so the bubbling acid doesn't use all the mixer channels (matching original game behavior)
  • Fixed static items so they animate at the correct speeds and with the correct behavior
  • Fixed enemy weapon firing animations so they actually fire (ow!)
  • Fixed firing to work more correctly - source location, ammunition type, etc (removes some hacks and uses the same values as original)
  • Fixed music stopping randomly
  • Fixed anim direction flags - enemies no longer moonwalk!
  • Fixed NPC death animation a little
  • Fixed No Regret startup (resolves a few issues in it, but siren is still non-stop)
  • Fixed keypads - now work properly, display digits, and support keyboard input
  • Fixed mission start movie to not have visible health bar at the bottom
  • Fixed splash damage - now exploding barrels break floor tiles like they should
  • Fixed sick bays / telporters / elevators so they now get triggered more correctly, although the fix is not guaranteed correct - needs more testing
That's a lot of fixes.. here are some videos. First, I wired Weasel up to the first computer for testing:

And then, here's me just playing through the game - since it mostly works now just with janky bits here and there:

.. I'm not very good at it :)

Obvious bugs:
  • Splash damage from barrels seems to be a bit too strong - I think I know why
  • One of the NPCs get stuck in a loop drawing his weapon - I think I know why for this too
  • Various z-order issues means sometimes things don't appear where they probably should - especially sprites
  • Shooting is better, but still isn't hitting the target sometimes when it should
  • Avatar movement a lot better, but still not as smooth as it should be - Need to keep digging here how the original works
 

IGTC

New member
Joined
Apr 21, 2017
Messages
6
Nice work Stauff! I noticed the splash damage too. I know it's not consistent with the vanilla game, but probably more realistic. I kinda like it actually. :cool:

I remember z-ordering being a pain during the development of Exult. They had to hard code a number of exceptions for certain map areas. I don't if Exult ultimately managed to fix everything with an algorithm or whether the Pentagram team also faced the same kind of exception issue thing.

Anyway, many thanks for the Christmas present! 🎁
 
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