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Messages - somaen

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WME Lite / WME-testing in ScummVM
« on: November 06, 2013, 01:12:52 PM »
I recently posted this to the ScummVM frontpage:

The Wintermute engine has been in the works in ScummVM for a little over a year now, and it has gotten more and more mature, to the point that we feel it is getting close to being ready for release.

Since the amount of games involved is rather huge, we'd love to get some help with a round of testing before we check off on the engine being ready for our next release. Thus, we have semi-arbitrarily selected a set of Wintermute-games that would benefit from some testing, and hope that some of our wonderful users are willing to take them for a spin.

If you are interested, head on over to our WME Testing thread.

WME Lite / Re: Dependences for Mac OS?
« on: May 07, 2013, 11:11:14 PM »
Possibly in some remote future in ResidualVM, 3D Actors _MIGHT_ be doable in WME on Mac/Linux.

WME Lite / Re: Additional Platforms?
« on: March 30, 2013, 07:07:57 PM »
I also suspect that using ScummVM on a mobile device might have more overhead than WME Lite itself, just due to its nature.

What nature would that be exactly? ScummVM is in no way, shape or form an emulator, but instead a reimplementation of an assortment of engines.

That being said, WME is now in the ScummVM tree (available in the daily builds, but not in any stable release yet, as the last stable release happened in July last year, which was way before the completion of the port). It should be decently usable for day-to-day usage, but has yet to have any games flagged as "stable", mostly since that requires a decent amount of testing (I don't go about stating things to be STABLE without making certain that they work fairly well). Atleast one game should become stable rather soon though.

ScummVM _IS_ still a bit slower than WME Lite, but this doesn't come from emulation, but merely the fact that graphics are rendered entirely in software there at the moment (ScummVM has to support a wide variety of platforms, and thus can't simply use GL to accelerate everything everywhere, since there is variance in what is supported on various platforms).

As for creating games targeted at WME, I'd always suggest working with WME full/WME-lite while developing, as those are the reference implementations, whenever they do something different from what the ScummVM-port does, that is considered a bug in the ScummVM-port, and shouldn't be worked around in game-code but rather reported as a bug.

WME Lite / Re: Volume settings
« on: February 06, 2013, 11:03:19 AM »
Either wme.ini or settings.xml, depending on how you run the game.

WME Lite / ScummVM WME Testing: Chivalry is not dead.
« on: December 03, 2012, 11:07:46 AM »
As I've been a bit busy the past few months, the Wintermute-Lite port for ScummVM hasn't seen as much progress as I would have liked, but I still think it's time to get the ball rolling a bit again:

One of the games I tested against this summer was Chivalry is not dead. So far I haven't had any issues with this game, BUT, this game is also very open-ended, and thus a bit hard to test thoroughly.

Thus any help testing this game would be greatly appreciated.

Just grab a copy of the game from the link above, and a nightly build of ScummVM, and test the game. Report any issues to the ScummVM Bug-Tracker, in the group "Wintermute". I would also love to hear in this thread if you played through the game without any issues at all.

Note: Chivalry uses the Arial-font currently, which we haven't yet worked around (eventually a similar FreeFont will be used), so to get decent fonts in the game, you'll have to put arial.ttf in the game's folder (on macs you can find it in /Library/Fonts, on Windows it should be in C:\Windows\Fonts, linux-users can either download a replacement from FreeFonts/OpenFonts, or get some solution involving Microsoft Core Fonts.)

Bugs / Re: SoundFXReverb does not work on iOS
« on: July 24, 2012, 11:48:17 AM »
Sound Effects are not supported in WME Lite afaik

Scripts, plugins, utilities, goodies / Re: [PlugIn] aMUSE
« on: June 03, 2012, 11:12:17 PM »
Well, I already have Theora-videos and sprite mirroring working in ScummVM now, so to get support there, all you would need is the plugin once I'm finished with the rest of the task.

Scripts, plugins, utilities, goodies / Re: [PlugIn] aMUSE
« on: May 30, 2012, 10:26:54 PM »
Ah sorry for the confusion, I was merely taking care, to minimize the amount of changes you might have to do. The target for the ScummVM port is to atleast support the same as Wintermute Lite, although BASS will not be used, the same interfaces will be available to the games.

As for the plugins, I might be able to let you avoid removing the plugin-usage in RotT, by either simulating the interface of the plugin (i.e. making a similar dummy), or, if you want, by integrating the plugin itself, making it behave as closely as possible to the full Wintermute solution. (This is though outside the main scope of the GSoC-task, and will not get priority before the port works fully of course)

Scripts, plugins, utilities, goodies / Re: [PlugIn] aMUSE
« on: May 29, 2012, 03:43:30 PM »
ScummVM does not use BASS at all, in any version or platform.

Also, a bit OT, but regarding video-playback, why would you need to change any of that from your current solution?

WME Lite / Re: WME Lite and ScummVM
« on: April 24, 2012, 11:12:11 AM »
Just to say, I got the go ahead for GSoC yesterday, so now this is definitely happening.

WME Lite / Re: WME Lite and ScummVM
« on: April 01, 2012, 08:02:45 PM »
Quite likely.

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