Search found 26 matches

by KevinW
Sat Apr 28, 2007 3:45 pm
Forum: The Junkyard
Topic: AGI: German Fan Translations?
Replies: 9
Views: 7525

No worries there. I know there's more than just one Post here asking for Warez, so you could easily assume that.
by KevinW
Sat Apr 28, 2007 10:14 am
Forum: The Junkyard
Topic: AGI: German Fan Translations?
Replies: 9
Views: 7525

It's a bit strange that people assume copyright issues in every case. Or maybe I just didn't make it clear enough. Of course, I'm talking about patches and not complete game downloads. I'm a proud owner of almost every old Sierra Collection released (except for the Police Quest Collection). And sinc...
by KevinW
Wed Apr 25, 2007 7:59 pm
Forum: The Junkyard
Topic: AGI: German Fan Translations?
Replies: 9
Views: 7525

AGI: German Fan Translations?

Hello everyone,

I was wondering if anyone knows about any German Fan-Translations of Sierra's AGI games? I couldn't find anything on the forum.

-Kevin
by KevinW
Thu Feb 08, 2007 11:38 am
Forum: Help and Support
Topic: Gobliins 2 CD: Channels swapped?
Replies: 0
Views: 913

Gobliins 2 CD: Channels swapped?

I'm a little confused right now. I've ripped the audio track from my Gobliins 2 CD, and it seems that the the left and right channels are swapped. This can easily be noticed during the intro (e.g. the mosquito). Can anyone confirm this?

-Kevin
by KevinW
Wed Nov 29, 2006 11:46 am
Forum: General Discussion
Topic: It's now ok to preserve abandonware...for librarians
Replies: 9
Views: 7336

I'm asking myself if this would legitimate the bypass of the copy protection screens in e.g. Future Wars?
by KevinW
Mon Nov 27, 2006 6:57 pm
Forum: The Junkyard
Topic: Quest for Glory series
Replies: 6
Views: 11091

If both teams agree, I think that would be a great idea! It sure would accelerate things for SCI to work in Windows enviroments (without considering Dosbox here), plus the basic scummvm code as well as scalers and sound drivers could probably be used, which would save time. Although I've read somewh...
by KevinW
Mon Jun 12, 2006 9:40 am
Forum: General Discussion
Topic: Anti-Aliasing for Protagonists
Replies: 10
Views: 7821

@omermor
Yep, that's what I meant. As I said, as far as I remember, the Broken Sword Engine had alpha-blended characters.

@sev
I haven't tried to do it manually, I was more or less guessing that it could be an improvement. But I maybe I try to figure out when I find the time.
by KevinW
Sat Jun 03, 2006 12:16 pm
Forum: General Discussion
Topic: Anti-Aliasing for Protagonists
Replies: 10
Views: 7821

Anti-Aliasing for Protagonists

Hey there, here's another crazy idea for a feature that I think could enhance the graphics of the old games. Not being a coder myself, I don't know if it's possible. Would it make any sense to add an anti-alias option for the drawing of the actors in the supported Games? I think it was already done ...
by KevinW
Fri Jan 06, 2006 12:46 pm
Forum: General Discussion
Topic: EAX Support?
Replies: 6
Views: 7647

yeah, I admit it's not something to be done in a day. Maybe someone knows a better way... or the support should be limited to a few titles...
by KevinW
Fri Jan 06, 2006 10:08 am
Forum: General Discussion
Topic: EAX Support?
Replies: 6
Views: 7647

@eriktobjorn Tell me if I'm wrong, but isn't it possible to check which rooms of the datafiles are indoor areas? E.g. Day Of The Tentacle. For all mansion areas a short preset room reverb could be switched on. The room numbers for each game could be set in the scummvm executable or a seperate file. ...
by KevinW
Thu Jan 05, 2006 9:50 pm
Forum: General Discussion
Topic: EAX Support?
Replies: 6
Views: 7647

EAX Support?

Hello there, I don't know if it's at all possible, but as far as I know this hasn't been discussed on the board yet. Would it be possible to add EAX support to scummvm? It could be used for SoundFX and Speech in indoor areas, adding the right reverb. Maybe some preset EAX variables (for rooms, caves...