Commit graph

11 commits

Author SHA1 Message Date
Eugene Sandulenko
281c19ab03 BLADERUNNER: Code formatting fixes 2016-10-03 12:38:43 +02:00
Peter Kohaut
f5d5f3302f BLADERUNNER: fixed current frame selection for lights 2016-09-29 22:33:42 +02:00
Peter Kohaut
c7f7341f69 BLADERUNNER: fixed lightning 2016-09-29 22:33:42 +02:00
Peter Kohaut
f1cb735ee0 BLADERUNNER: added rendering support for lighting and effects, but its not working correctly yet 2016-09-29 22:33:41 +02:00
Peter Kohaut
bf44e97d79 BLADERUNNER: added all scene scripts, esper script, kia script, vk script, completed init script. Added decoding of lights from VQA. Moved view from scene. 2016-09-29 22:33:41 +02:00
Peter Kohaut
b67bca20b5 BLADERUNNER: Pull in changes from madmoose 2016-09-29 22:33:40 +02:00
Peter Kohaut
de7f961f48 BLADERUNNER: added implementation of more script methods added combat structure (maybe it combat mode??) 2016-09-29 22:33:40 +02:00
Peter Kohaut
479d2f5b62 BLADERUNNER: still adding structures... and implementing some of script methods... 2016-09-29 22:33:40 +02:00
Peter Kohaut
6672e443a8 BLADERUNNER: just basic objects description scene stuff - lightning and effects movement track actor clues db actor walking info moved view from vqa decoder, because its needed elsewhere
does not compile, because new files are not in makefile...
2016-09-29 22:33:40 +02:00
Thomas Fach-Pedersen
74a8b530f1 BLADERUNNER: Add support for ambient sounds, game flags and variables, and use VQA z-buffer when rendering. 2016-09-29 22:33:37 +02:00
Thomas Fach-Pedersen
4b181e4bed BLADERUNNER: First pass at slice animation renderer
Z-buffers are not being read from the VQA background yet, so z-buffer
handling is faked for now.
2016-09-29 22:33:37 +02:00